Thank you both for finally replying to this specific question-- there have been two threads (that I know of previously) that dealt with this same issue. =)
On Tue, 11 Jan 2005 14:21:05 -0800, Adrian Finol <[EMAIL PROTECTED]> wrote: > Actually, it looks like he's not loading the HL2DM models but the HL2 > ones. In HL2DM Humans and Combine share the same animations. > > Make sure you are loading from the right *_animations.mdl animation > files. Both set of models should have the same animation and activity > names. > > Other than that Major Boone speaks the truth. Using the Weapon's > activity translation table is the cleanest way to handle different > animations per weapon. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone > Sent: Tuesday, January 11, 2005 2:05 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Player animation ? > > HL2DM player animation uses a different system than is in the sdk. > Basically you have a list of base sequences, preblended with 9-way aims > and 9-way runs - those are the aim animations and are called in game > code via activities ( why you see different animation names in combine > vs rebels ). > > Shooting is done by adding the fire animation as a gesture over top of > the base sequence. > > For Dod we're doing a hybird, with the activities on base sequence and > fire/reload/hand signal gestures over top, but non-networked like the > sdk does it to reduce net traffic. > > I would recommend moving at least to using activities for your player > animations so avoid all the nasty string construction and comparing. > > As far as your animations only playing the first and last frame, this > function doesn't appear to be causing that. I would check with a a > different model/sequence to see if it's a problem in your model. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Patrick > Flanagan > Sent: Tuesday, January 11, 2005 11:33 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Player animation ? > > I'm trying to get player animation working with some non-CS models. > Specifically, I'd like to get animations working with the models used in > HL2DM. I used model viewer to load up the combine models from HL2DM and > some of the resistance models from HL2DM. > > Not only are their animations totally different from CS, they're > different from each other. The combine models have different animations > than the resistance models. I've been working on converting the > animation names in sdk_playeranimstate.cpp to call the animations in > combine_solder.mdl, which I think is the one used in HL2DM. > > I've run into some problems with this though. > > First off, there's doesn't seem to be any walking or running shooting > animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s, > ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in > the CS models. There doesn't seem to be any animation to be running and > shooting at the same time. > > Second, the animations seem to only play the first frame and then stop. > For example, I changed CalcFireLayerSequence to look like this: > > int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event) > { > // Figure out the weapon suffix. > CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon(); > if ( !pWeapon ) > return 0; > > const char *pSuffix = GetWeaponSuffix(); > if ( !pSuffix ) > return 0; > > // Don't rely on their weapon here because the player has > usually switched to their > // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE > message gets to the client. > if ( event == PLAYERANIMEVENT_THROW_GRENADE ) > { > pSuffix = "Gren"; > } > > switch ( GetCurrentMainSequenceActivity() ) > { > case ACT_PLAYER_RUN_FIRE: > case ACT_RUN: > //return CalcSequenceIndex( "%s%s", > DEFAULT_FIRE_RUN_NAME, pSuffix ); > return CalcSequenceIndex( "ShootSMG1s" ); > //FIXME: totally wrong > > case ACT_PLAYER_WALK_FIRE: > case ACT_WALK: > //return CalcSequenceIndex( "%s%s", > DEFAULT_FIRE_WALK_NAME, pSuffix ); > return CalcSequenceIndex( "ShootSMG1s" ); > //FIXME: totally wrong > > case ACT_PLAYER_CROUCH_FIRE: > case ACT_CROUCHIDLE: > return CalcSequenceIndex( "%s%s", > DEFAULT_FIRE_CROUCH_NAME, pSuffix ); > > case ACT_PLAYER_CROUCH_WALK_FIRE: > case ACT_RUN_CROUCH: > return CalcSequenceIndex( "%s%s", > DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix ); > > default: > case ACT_PLAYER_IDLE_FIRE: > //return CalcSequenceIndex( "%s%s", > DEFAULT_FIRE_IDLE_NAME, pSuffix ); > return CalcSequenceIndex( "ShootSMG1s" ); > //FIXME: pick the right weapon > } > } > > I've set my player model to be combine_soldier. When I spawn in third > person and watch my player model, if I run along start shooting it looks > like it plays only the first frame or two and then immediately goes back > to idle/jittering. If I'm running, it looks even worse since each time I > fire it looks like it restarts the ShootSMG1animation but there's no > blending between them so it looks all jittery. Has anyone had any luck > getting this to work? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders