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 ?
>>>>>
>>>>> _______________________________________________
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>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>>
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>>>>
>>>
>>>
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