We moved our mod from 8-way to 9-way precisely for the smoother blended animation that Minh mentions. As I recall it didn't take our coder long at all to implement it. In fact we pulled the whole OB animstate code into our EP1 based mod.
Regarding the anims - the source for the DOD models using 9-way plus all the anims, QCs and macros are in the SDK. However I had to pull them our with GCFScape. - Jed On 7 August 2011 21:17, Psy_Commando <[email protected]> wrote: > Thanks :) > And no, I don't plan on re-using the marines models, but maybe the anims. > Hopefully the smd and qc for the marines are in the sdk. > > But the whole point of this isn't changing the leganims its just that, the > ASW animstates, don't handle lots of pose parameters natively, it wasn't > needed since marines can't turn their torso or turn their heads. > So if I want to use "regular" models I have to merge the ASW animstates with > the hl2mp one. And the biggest difference between the two, besides lack of > some pose parameters, is the leg anim. > I'm mostly wondering what's worth keeping/merging and what can be thrown > away. > > >> On Sun, Aug 7, 2011 at 2:47 PM, <[email protected]> wrote: >>> >>> From an end user standpoint, 9-way and 8-way animations will end up >>> looking the same. The only difference is in how you ( the coder ) has to use >>> them, and also in how the models are compiled. >>> If the models you are using for your mod are using "move_yaw" parameter, >>> then you HAVE to use the 8-way animation code. >>> If the models are using the move_x and move_y parameters then you HAVE to >>> use the 9-way code. >>> >>> Both 8-way and 9-way use the following pieces of information. >>> 1) MovementYAW : The direction of the players movement (relative to where >>> he's aiming). This will range from 0 --> 360. 0 means he's going forward, >>> 180 means he's walking backwards, 90 is strafing to the right, 270 to the >>> left >>> 2) MovementSpeed : The speed in which he's moving. This will vary from 0 >>> --> maxspeed (depending on how fast u defined this in your mod) >>> 3) IntendedSpeed of current animation: This "intended speed value" is >>> something the animator should have embedded in the model. If you open up >>> HLMV and select a particular animation (such as run), and then set the >>> playbackrate to 1.0, you should see the top speed of the animation (usually >>> it's around 250 --> 300). If you switch to another animation like walk, the >>> top speed should be around 160. These values will vary depending on how the >>> animator made his animations. >>> >>> >>> The difference in how these two pieces of information are used is as >>> follows: >>> For 8-way animation: The code takes MovementYAW and sets the "move_yaw" >>> parameter based on this. I believe it's basically a 1 --> 1 conversion as >>> the "move_yaw" pose param ranges from 0 --> 360 also. It then takes >>> MovementSpeed and sets Playbackrate() function to specify how fast to play >>> the animation. This will vary between 0 --> 1. The playbackrate value is >>> detemined by comparing the player's movement speed with the current >>> animation's intended speed value. If the player's movement speed is ZERO, >>> then the code will blend to the ACT_IDLE sequence. >>> >>> For 9-way animation: The code takes MovementYAW and MovementSpeed and >>> IntendedSpeed in conjunction to determine which values to set "move_x" and >>> "move_y" to. It uses some tricky math (involving cosine), which you can see >>> if you study the function ComputePoseParam_MoveYaw(). To better understand >>> how move_x, move_y works. Let's consider a few situations: >>> Player running forward at top speed: move_x = 1.0, move_y = 0.0 >>> Player running forward at half speed: move_x = 0.5, move_y = 0.0 >>> Player running to the right at top speed: move_x = 0.0, move_y = 1.0 >>> Player running to the left at top speed: move_x = 0.0, move_y = -1.0 >>> Player standing still : move_X = 0.0, move_y = 0.0 >>> >>> So that pretty much describes the difference between how 8-way, 9-way >>> work. I prefer using 9-way for the following reasons: >>> - you don't have to blend in ACT_IDLE when the player stands still >>> - you don't have to adjust Playbackrate(). >>> >>> From and end user standpoint, they both look the same though. Your >>> decision to use either 9-way or 8-way rests ENTIRELY on how the model was >>> compiled. If you're using the standard alien swarm models, then ur stuck >>> with 8-way. I'm pretty sure all Source games after DOD:Source use the 9-way >>> system. 8-way is so 2004... >>> >>> So to answer your original question: >>> How can I integrate the hl2mp aiming into the ASW player animstates >>> without screwing up leg anims or anything ? >>> You'd have to recompile the ASW models to use "move_yaw" paremeter (which >>> would require the original .smds for the player models). You wouldn't >>> actually have to modify any of the animations, you just need to modify the >>> .qc file so the sequences are compiled differently. >>> >>> However, switching between 9-way and 8-way will not solve your problem. >>> From what I understand, you want to be able to specify which direction the >>> marine's gun is pointing ? For that you'd need to make new 9-way aim >>> animations and create a "body_yaw" pose parameter. >>> >>> On Aug 7, 2011, Psy_Commando <[email protected]> wrote: >>> >>> Ok, but aren't there advantages with the 9way anims ? >>> >>> On Sun, Aug 7, 2011 at 2:14 AM, Tony "omega" Sergi <[email protected]> >>> wrote: >>>> >>>> don't use the asw animstates. just replace it entirely. >>>> unless you're planning on keeping "marines" as separate entities. >>>> >>>> >>>> On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando <[email protected]> >>>> wrote: >>>>> >>>>> Yet another question. This time about animstates. I'm trying to >>>>> re-integrate parts of the hl2mp animstates into alien swarm. The reason >>>>> I'm >>>>> doing this is because, in alien swarm, there is no aiming anims. The >>>>> marine's hands are IK-ed onto the gun model.... And also marines don't >>>>> turn >>>>> their heads or torso. >>>>> The pose parameters for the torso and head, aren't even initialised by >>>>> default, so any other char models than the marine chars will look all >>>>> twisted on itself and weird, but that's not my question. >>>>> >>>>> ASW uses 9-way leg anims and it would seem the hl2mp code doesn't. As >>>>> far as I understand it, 9Way anims use a x and y move parameter for leg >>>>> pos, >>>>> while the hl2mp has a move_yaw parameter instead. How can I integrate the >>>>> hl2mp aiming into the ASW player animstates without screwing up leg anims >>>>> or >>>>> anything ? >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>>> >>>>> >>>> >>>> >>>> >>>> -- >>>> -Tony >>>> >>>> >>>> _______________________________________________ >>>> 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

