It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter. What effect are
you trying to accomplish?
Its also easier to get position and angles of a particular bone if you
put an attachment point on it and get that.
-Original
- Infiltration
[EMAIL PROTECTED] http://www.sentrystudios.net
http://infiltration.sentrystudios.net
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 10:50 PM
Subject: RE: [hlcoders] Bone manipulation
:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Friday, January 07, 2005 2:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Bone manipulation via code
It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter.
And how
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 11:43 PM
Subject: RE: [hlcoders] Bone manipulation via code
An example in the sdk code would be the yaw and pitch pose parameters
for making the player model look up
4 matches
Mail list logo