Activity: Difference between revisions

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''The following information is just what i believe activities to be. Should this information be wrong, feel free to correct or delete it entirely.''
-rvIceBreaker
Activities are model animations used by NPC and Player models. When referring to a world model animation, it is known as an Activity within the game's code.
For example, when you want to make an NPC or Player run a certain animation, you would set its activity accordingly.
''(below is content originally on this page)''


The advantage to using activities is that the modeler can bind multiple sequences to one activity name, thus getting some variation in the animations the model plays without programmer intervention. For example, the modeler could create three idle animations and bind them all to ACT_IDLE. The programmer only has to write code saying to play ACT_IDLE, and one of the three idle sequences will be chosen.  
The advantage to using activities is that the modeler can bind multiple sequences to one activity name, thus getting some variation in the animations the model plays without programmer intervention. For example, the modeler could create three idle animations and bind them all to ACT_IDLE. The programmer only has to write code saying to play ACT_IDLE, and one of the three idle sequences will be chosen.  

Revision as of 19:27, 23 April 2010

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The following information is just what i believe activities to be. Should this information be wrong, feel free to correct or delete it entirely. -rvIceBreaker


Activities are model animations used by NPC and Player models. When referring to a world model animation, it is known as an Activity within the game's code.

For example, when you want to make an NPC or Player run a certain animation, you would set its activity accordingly.

(below is content originally on this page)

The advantage to using activities is that the modeler can bind multiple sequences to one activity name, thus getting some variation in the animations the model plays without programmer intervention. For example, the modeler could create three idle animations and bind them all to ACT_IDLE. The programmer only has to write code saying to play ACT_IDLE, and one of the three idle sequences will be chosen.