RE: [hlcoders] Player animations & GetSequenceLinearMotion console warnings
If I do that, that's when the console warnings occur. Thanks, R. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: 07 February 2007 00:04 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings -- [ Picked text/plain from multipart/alternative ] You have to extract combine_soldier_anims.mdl, Police_animations.mdl & Police_ss.mdl as far as I know. That's the only thing I can think of. /ProZak On 07/02/07, Nick <[EMAIL PROTECTED]> wrote: > > I don't know the exact answer to this problem sorry. > > On 2/6/07, Richard <[EMAIL PROTECTED]> wrote: > > I asked a stupid question, or no-one knows? > > Cheers, > > > > R > > > > Richard wrote: > > > Hi, > > > > > > In order to get player animations working I extracted the models > > > directory from the HL2DM GCF, as without this none of them seemed to > > > work, my players just moved around with their arms out-stretched. > > > > > > Firstly, was this the correct way to get the player animations > working? > > > > > > Secondly, in the console I get a bunch of messages that state: > > > > > > "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for > > > model 'Combine_Soldier.mdl'!" > > > or > > > "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for > model > > > 'Combine_Soldier.mdl'!" > > > > > > Does this have something to do with missing animation sequences? How > do > > > I find out which ones are causing this to get rid of this message? > > > My mod was based on the HL2MP sdk. > > > Thanks! > > > > > > > > > ___ > > > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings
-- [ Picked text/plain from multipart/alternative ] You have to extract combine_soldier_anims.mdl, Police_animations.mdl & Police_ss.mdl as far as I know. That's the only thing I can think of. /ProZak On 07/02/07, Nick <[EMAIL PROTECTED]> wrote: > > I don't know the exact answer to this problem sorry. > > On 2/6/07, Richard <[EMAIL PROTECTED]> wrote: > > I asked a stupid question, or no-one knows? > > Cheers, > > > > R > > > > Richard wrote: > > > Hi, > > > > > > In order to get player animations working I extracted the models > > > directory from the HL2DM GCF, as without this none of them seemed to > > > work, my players just moved around with their arms out-stretched. > > > > > > Firstly, was this the correct way to get the player animations > working? > > > > > > Secondly, in the console I get a bunch of messages that state: > > > > > > "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for > > > model 'Combine_Soldier.mdl'!" > > > or > > > "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for > model > > > 'Combine_Soldier.mdl'!" > > > > > > Does this have something to do with missing animation sequences? How > do > > > I find out which ones are causing this to get rid of this message? > > > My mod was based on the HL2MP sdk. > > > Thanks! > > > > > > > > > ___ > > > 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
Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings
I don't know the exact answer to this problem sorry. On 2/6/07, Richard <[EMAIL PROTECTED]> wrote: I asked a stupid question, or no-one knows? Cheers, R Richard wrote: > Hi, > > In order to get player animations working I extracted the models > directory from the HL2DM GCF, as without this none of them seemed to > work, my players just moved around with their arms out-stretched. > > Firstly, was this the correct way to get the player animations working? > > Secondly, in the console I get a bunch of messages that state: > > "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for > model 'Combine_Soldier.mdl'!" > or > "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for model > 'Combine_Soldier.mdl'!" > > Does this have something to do with missing animation sequences? How do > I find out which ones are causing this to get rid of this message? > My mod was based on the HL2MP sdk. > Thanks! > > > ___ > 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
Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings
I asked a stupid question, or no-one knows? Cheers, R Richard wrote: Hi, In order to get player animations working I extracted the models directory from the HL2DM GCF, as without this none of them seemed to work, my players just moved around with their arms out-stretched. Firstly, was this the correct way to get the player animations working? Secondly, in the console I get a bunch of messages that state: "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for model 'Combine_Soldier.mdl'!" or "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for model 'Combine_Soldier.mdl'!" Does this have something to do with missing animation sequences? How do I find out which ones are causing this to get rid of this message? My mod was based on the HL2MP sdk. Thanks! ___ 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
[hlcoders] Player animations & GetSequenceLinearMotion console warnings
Hi, In order to get player animations working I extracted the models directory from the HL2DM GCF, as without this none of them seemed to work, my players just moved around with their arms out-stretched. Firstly, was this the correct way to get the player animations working? Secondly, in the console I get a bunch of messages that state: "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for model 'Combine_Soldier.mdl'!" or "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for model 'Combine_Soldier.mdl'!" Does this have something to do with missing animation sequences? How do I find out which ones are causing this to get rid of this message? My mod was based on the HL2MP sdk. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Animations
This is as far as I have gotten (before getting sidetracked), as well. I posted to this list a couple weeks ago describing this exact problem (there is a screenshot there showing your initial problem before this recent finding .. if you want to dig through your history or the archives). Valve-- is there any timeframe when documentation regarding the animation layers will be posted? If this is a trivial feature, any pointers as to what we're missing? I understand there are more important things than SDK documentation but even a brief insight into what should be attempted would help us a long way. =) On Thu, 16 Dec 2004 17:31:23 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote: > Just a follow up listing what I've learned. It seems that the problem lies > with the call > to UpdateAimSequenceLayers(). Everything works so long as the upper animation > is doing > the same thing as the lower animation. For example, if the lower activity is > set to > ACT_RUN and the upper sequence is set to 'run_holding_all', then everything > works as > expected. However, if the lower activity is set to ACT_RUN and the upper is > set to > 'shoot_smg1', then the lower animation goes into the ragdoll mode and drags > the legs > across the floor. So it would seem that there is no way to combine a run > animation with > a shoot sequence since the shoot sequence is based on the model standing > still rather > than running. The same goes for trying to play a reload animation while > walking or > running. Is there is way to make the models work like they did in HL1 where > the upper > and lower animations were essentially indepedently settable, or do you just > not play > shoot and reload animations while moving? > > * > Well I tried the suggestions given by the Wavelength site, but as it > turns out, I had already made most of the recommended changes already, > except for blocking the rendering of the viewmodel in third person mode. > > After fighting with the problem some more, I finally got the the upper > body to render the correct animation, but despite my best efforts, the > lower body still refuses to accept the ACT_WALK animation. The lower > body is stuck in the ragdoll mode and just drags the legs and feet > across the floor during movement. I have also tried to brute force an > animation sequence onto the model by altering the "void > CBasePlayerAnimState::ComputeMainSequence()" such that it always selects > ACT_WALK as the ideal activity and selects "run_all" as the > 'animDesired'. It still refuses to accept the lower body animation. I'm > out of ideas. Any thoughts? > ** > > ___ > 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
[hlcoders] Player Animations
Just a follow up listing what I've learned. It seems that the problem lies with the call to UpdateAimSequenceLayers(). Everything works so long as the upper animation is doing the same thing as the lower animation. For example, if the lower activity is set to ACT_RUN and the upper sequence is set to 'run_holding_all', then everything works as expected. However, if the lower activity is set to ACT_RUN and the upper is set to 'shoot_smg1', then the lower animation goes into the ragdoll mode and drags the legs across the floor. So it would seem that there is no way to combine a run animation with a shoot sequence since the shoot sequence is based on the model standing still rather than running. The same goes for trying to play a reload animation while walking or running. Is there is way to make the models work like they did in HL1 where the upper and lower animations were essentially indepedently settable, or do you just not play shoot and reload animations while moving? * Well I tried the suggestions given by the Wavelength site, but as it turns out, I had already made most of the recommended changes already, except for blocking the rendering of the viewmodel in third person mode. After fighting with the problem some more, I finally got the the upper body to render the correct animation, but despite my best efforts, the lower body still refuses to accept the ACT_WALK animation. The lower body is stuck in the ragdoll mode and just drags the legs and feet across the floor during movement. I have also tried to brute force an animation sequence onto the model by altering the "void CBasePlayerAnimState::ComputeMainSequence()" such that it always selects ACT_WALK as the ideal activity and selects "run_all" as the 'animDesired'. It still refuses to accept the lower body animation. I'm out of ideas. Any thoughts? ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player Animations
Well I tried the suggestions given by the Wavelength site, but as it turns out, I had already made most of the recommended changes already, except for blocking the rendering of the viewmodel in third person mode. After fighting with the problem some more, I finally got the the upper body to render the correct animation, but despite my best efforts, the lower body still refuses to accept the ACT_WALK animation. The lower body is stuck in the ragdoll mode and just drags the legs and feet across the floor during movement. I have also tried to brute force an animation sequence onto the model by altering the "void CBasePlayerAnimState::ComputeMainSequence()" such that it always selects ACT_WALK as the ideal activity and selects "run_all" as the 'animDesired'. It still refuses to accept the lower body animation. I'm out of ideas. Any thoughts? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player Animations
The thirdperson view uses a set of cvars for the relative position. Set cam_idealyaw 0 to get it behind the model. It's probably set to 90 (default) which is the sideways view you mention. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Matthew Lewis > Sent: Thursday, December 16, 2004 8:39 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Player Animations > > I tried switching the view mode to thirdperson and discovered > that the player animations are stuck in the 'scarcrow' > reference pose. Also, I noticed that the third person view is > positioned to look sideways to the player rather than from > behind. My questions are: > > * Is anyone else seeing this? (Maybe I changed something I > shouldn't have) > > * What's the magic to get the upper body animation to play a > sequence (like shooting) while the lower body continues to > run/walk/idle. Right now, if you set an upper body sequence > (such as ACT_RANGE_ATTACK_SMG1), it competes with the lower > activity (ACT_RUN_RIFLE) causing severe jittering. > > * I also noticed that the player animation doesn't adapt to > moving sideways or backwards like it does in the model > viewer. What needs to be done to fix this? > > I think my problem is that I don't fully understand what's > the distinction between an 'activity' versus a 'sequence' and > how the two get merged together. Could someone offer some > insight to this? > > Thanks. > > > ___ > 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
RE: [hlcoders] Player Animations
http://forums.thewavelength.net/index.php?showtopic=11025 -Original Message- From: Matthew Lewis [mailto:[EMAIL PROTECTED] Sent: December 16, 2004 11:39 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Player Animations I tried switching the view mode to thirdperson and discovered that the player animations are stuck in the 'scarcrow' reference pose. Also, I noticed that the third person view is positioned to look sideways to the player rather than from behind. My questions are: * Is anyone else seeing this? (Maybe I changed something I shouldn't have) * What's the magic to get the upper body animation to play a sequence (like shooting) while the lower body continues to run/walk/idle. Right now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1), it competes with the lower activity (ACT_RUN_RIFLE) causing severe jittering. * I also noticed that the player animation doesn't adapt to moving sideways or backwards like it does in the model viewer. What needs to be done to fix this? I think my problem is that I don't fully understand what's the distinction between an 'activity' versus a 'sequence' and how the two get merged together. Could someone offer some insight to this? Thanks. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player Animations
I tried switching the view mode to thirdperson and discovered that the player animations are stuck in the 'scarcrow' reference pose. Also, I noticed that the third person view is positioned to look sideways to the player rather than from behind. My questions are: * Is anyone else seeing this? (Maybe I changed something I shouldn't have) * What's the magic to get the upper body animation to play a sequence (like shooting) while the lower body continues to run/walk/idle. Right now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1), it competes with the lower activity (ACT_RUN_RIFLE) causing severe jittering. * I also noticed that the player animation doesn't adapt to moving sideways or backwards like it does in the model viewer. What needs to be done to fix this? I think my problem is that I don't fully understand what's the distinction between an 'activity' versus a 'sequence' and how the two get merged together. Could someone offer some insight to this? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Animations
AFAIK, The player in single-player mode has no model. On Thu, 16 Dec 2004 10:39:12 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote: > I tried switching the view mode to thirdperson and discovered that the > player animations are stuck in the 'scarcrow' reference pose. Also, I > noticed that the third person view is positioned to look sideways to the > player rather than from behind. My questions are: > > * Is anyone else seeing this? (Maybe I changed something I shouldn't have) > > * What's the magic to get the upper body animation to play a sequence > (like shooting) while the lower body continues to run/walk/idle. Right > now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1), > it competes with the lower activity (ACT_RUN_RIFLE) causing severe > jittering. > > * I also noticed that the player animation doesn't adapt to moving > sideways or backwards like it does in the model viewer. What needs to be > done to fix this? > > I think my problem is that I don't fully understand what's the > distinction between an 'activity' versus a 'sequence' and how the two > get merged together. Could someone offer some insight to this? > > Thanks. > > ___ > 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