Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Peter Immarco
al Message - From: "Ken Birdwell" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, October 16, 2002 7:56 PM Subject: RE: [hlcoders] Dual usage of a bone controller > From your description, I'm not sure why you want to control them with a > single bon

RE: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Ken Birdwell
>From your description, I'm not sure why you want to control them with a single bonecontroller. It seems that you should just set up two bonecontrollers, one that controls the Z axis (or whatever it really is) of the neck bone, and one that controls the X axis (or whatever) of the neck bone. $co

Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Sniper
As far as I know, The Dark Truths single player modification by c4software (www.c4software.net) got passed the 4 bone-controller limit. Perhaps it's simply a value in the code somewhere. Though that's just a guess, I haven't gone into that area yet. -Sniper - Original Message - From: "Pe

Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Avatar-X
-- [ Picked text/plain from multipart/alternative ] Yes, this is possible. Look at the camera seen in my server, it looks in the direction that the user points it. -av Jim Hunter wrote: >On 16 Oct 2002 at 15:16, Peter Immarco wrote: > > > >>The character the graphics artist is designing will ha

Re: [hlcoders] Dual usage of a bone controller

2002-10-16 Thread Jim Hunter
On 16 Oct 2002 at 15:16, Peter Immarco wrote: > The character the graphics artist is designing will have a neck bone > that allows the characters head to both: > > 1) Rotate left to right like the standard HL human model does > 2) But also move the head up and down along the Y axis. Think of > s