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[ Picked text/plain from multipart/alternative ]
Yea, that's what a "normal"
8-way animation looks like. You can remove the line containing "a_RunZero"
since it's not even being used.
The actual sequence, "Run" contains 8 movement directions, S, SE, E, NE, N,
NW, W, SW.
So as I said in my previous email, the "Run" sequence has to get blended (in
code) with an "idle" sequence when the player is not moving.

Anyways, just make sure your character has this line in it's class
constructor:
m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true );

Is this for an NPC? or for a player? (ie. you're doing third person mod)



----- Original Message -----
From: "Alvin Ng" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Monday, December 03, 2007 12:37 AM
Subject: Re: [hlcoders] 3rd person cam, player's animation


> --
> [ Picked text/plain from multipart/alternative ]
> My .qc file has this
> ===================================================-
> $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135
> $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
> $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
> $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
> $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
> $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
> $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
> $animation a_RunZero "man_run" loop
> $sequence Run {
> a_RunS a_RunSE a_RunE
> a_RunNE a_RunN a_RunNW
> a_RunW a_RunSW a_RunS
> blendwidth 9 blend move_yaw -180 180 node "running"
> ACT_RUN 1
> }
> ================================================
> Then again, I am using halflife 2 single player mode.. not multiplayer...
>
>
> On 12/3/07, Minh <[EMAIL PROTECTED]> wrote:
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> The reason you need to specify it as 8 WAY is because
>> "move_yaw" pose parameter is an 8 way blended parameter.
>>
>> The 9 WAY method uses two pose paremeters.
>> "move_x"
>> "move_y"
>>
>>
>> I believe the CS Source player models use move_x and move_y
>> You should try to base your .qc file off the CS:Source player models.
>>
>> Oh, and the only difference between 9Way and 8WAY is that the 9WAY has an
>> extra animation for when the player is stationary. In the code, working
>> with
>> 9WAY animation is simpler because you just have to set the 'move_x' and
>> 'move_y' pose paremeter to '0' and the player is playing the idle
>> animation.
>> With 8WAY animation, you have to blend in a seperate idle sequence..
>> which
>>
>> is a bit more complicated..
>> I recommend copying the CSSource method and using 9WAY.
>>
>> 8WAY is an older method that was designed before 9WAY became the standard
>> method for Source character animation.
>>
>>
>> ----- Original Message -----
>> From: "Alvin Ng" <[EMAIL PROTECTED]>
>> To: <hlcoders@list.valvesoftware.com >
>> Sent: Sunday, December 02, 2007 9:38 PM
>> Subject: [hlcoders] 3rd person cam, player's animation
>>
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > I am creating a mod with own models and animation and I am having a
>> > problem
>> > whereby the
>> > main player model doesn't play the the correct animations when the keys
>> > are
>> > pressed, like
>> >
>> > key W    -Plays animation running forward
>> > key A     -Plays animation shafting left
>> > key S     -Plays animation running backwards
>> > key D     -Plays animation shafting right
>> >
>> > Right now, the animations played for all four keys are the running
>> forward
>> > animation.
>> > In the .qc file at the move_yaw the animations are working inside the
>> > hlmv.exe but not in the mod.
>> > --
>> >
>> > _______________________________________________
>> > 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:
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>>
>>
> --
>
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