$weightlist: Difference between revisions
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Note:No, this has nothing to do with physical weight or mass.
Note:Values above 1 are accepted unlike what one might expect. These will multiply the motion of the animation.
Warning:Opening bracket must be on the same line as $weighlist
NvC DmN CH (talk | contribs) m (Opening bracket must be on the same line as $weighlist) |
(Added a note about values above 1) |
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{{note|''No, this has nothing to do with physical weight or mass.''}} | {{note|''No, this has nothing to do with physical weight or mass.''}} | ||
{{note|Values above 1 are accepted unlike what one might expect. These will multiply the motion of the animation.}} | |||
== Usage == | == Usage == |
Revision as of 14:19, 3 November 2021
$weightlist
defines the degree to which each bone in a model is affected by a $sequence or $animation. For example, you could set the weight of the leg bones to 0 to only animate the top half of the skeleton.
A $weightlist
can be reused as many times as is needed. It must come above anything that uses it in the QC.


Usage

$weightlist my_weightlist {
<bone> <weight>
<bone> <weight>
...
}
$sequence my_weighted_anim "my_anim.smd" weightlist my_weightlist
Bones inherit weight from their parents, and all root bones start with a weight of 0.
$weightlist no_hands {
"Bip01_Pelvis" 1.0
"Bip01_LHand" 0.0
"Bip01_RHand" 0.0
}
$weightlist head_and_arms "Bip01_Spine2" 1.0
$Weightlist UpperbodyBlend {
"Bip01_Pelvis" 0.1
"Bip01_L_Thigh" 0.0
"Bip01_R_Thigh" 0.0
"Bip01_Spine" 0.2
"Bip01_Spine1" 0.4
"Bip01_Spine2" 0.6
"Bip01_Spine4" 0.4
"Bip01_L_Clavicle" 0.8
"Bip01_L_Upperarm" 1.0
"Bip01_R_Clavicle" 0.8
"Bip01_R_Upperarm" 1.0
}