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Trigger hurt (talk | contribs) m (Fix first line to improve legibility & improved several lines.)  | 
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{{this is a|QC command|name=$  | {{this is a|QC command|name=$bonesaveframe}} When using demand loaded animations (see [[$animblocksize]] and [[$sectionframes]]) and asynchronous loading is enabled in the engine, the first frame of every animation is stored in a highly compressed form that the animation system will use while waiting for the real data to show up. By default, all bones are written out in their entirety, but this is sometimes wasteful as not all bones need to both rotate & translate. This command allows you to specify which information is actually stored, in this case.  | ||
== Syntax ==  | == Syntax ==  | ||
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* [[$sectionframes]]  | * [[$sectionframes]]  | ||
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Latest revision as of 20:12, 16 July 2025
$bonesaveframe  is a   QC command  available in all 
 Source games. When using demand loaded animations (see $animblocksize and $sectionframes) and asynchronous loading is enabled in the engine, the first frame of every animation is stored in a highly compressed form that the animation system will use while waiting for the real data to show up. By default, all bones are written out in their entirety, but this is sometimes wasteful as not all bones need to both rotate & translate. This command allows you to specify which information is actually stored, in this case.
Syntax
$bonesaveframe <bone name> ["position"] ["rotation"]
Example
$BoneSaveFrame "Dog_Model.Pelvis" position rotation $BoneSaveFrame "Dog_Model.Leg1_L" rotation $BoneSaveFrame "Dog_Model.Leg2_L" rotation $BoneSaveFrame "Dog_Model.Foot_L" rotation $BoneSaveFrame "Dog_Model.Leg1_R" rotation $BoneSaveFrame "Dog_Model.Leg2_R" rotation $BoneSaveFrame "Dog_Model.Foot_R" rotation $BoneSaveFrame "Dog_Model.Spine1" rotation $BoneSaveFrame "Dog_Model.Spine2" rotation $BoneSaveFrame "Dog_Model.Spine3" rotation $BoneSaveFrame "Dog_Model.Neck1" rotation $BoneSaveFrame "Dog_Model.Neck1_Length" rotation $BoneSaveFrame "Dog_Model.Neck2" rotation $BoneSaveFrame "Dog_Model.Neck2_Length" position rotation $BoneSaveFrame "Dog_Model.Clavical_L" rotation $BoneSaveFrame "Dog_Model.Arm1_L" rotation $BoneSaveFrame "Dog_Model.Arm2_L" rotation $BoneSaveFrame "Dog_Model.Hand_L" rotation $BoneSaveFrame "Dog_Model.BigPhys_Attachment" position rotation $BoneSaveFrame "Dog_Model.Pully_Arm_L" rotation $BoneSaveFrame "Dog_Model.Clavical_R" rotation $BoneSaveFrame "Dog_Model.Arm1_R" rotation $BoneSaveFrame "Dog_Model.Arm2_R" rotation $BoneSaveFrame "Dog_Model.Hand_R" rotation $BoneSaveFrame "Dog_Model.Hand_R_Drill" rotation $BoneSaveFrame "Dog_Model.forward" rotation
See also