RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
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

Re: [hlcoders] Bone manipulation via code

2005-01-07 Thread Beppo
- 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

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
:[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

Re: [hlcoders] Bone manipulation via code

2005-01-07 Thread Beppo
- 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