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?
>
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>


--
Phil Bowens

He who is the greatest of warriors overcomes and subdues himself.

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