Gesture Animations: Difference between revisions
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{{Orphan|date=January 2024}} | |||
:''Main article: [[$animation#Blending]]'' | :''Main article: [[$animation#Blending]]'' | ||
After struggling to create attack gesture activities that didn't completely seize control of the model and studying the [[:Category:QC Commands|QC command]] list this technique was developed. After making an animation "attack.smd" containing the animation including lines like the following in the models QC file: | After struggling to create attack gesture activities that didn't completely seize control of the model and studying the [[:Category:QC Commands|QC command]] list this technique was developed. After making an animation "attack.smd" containing the animation including lines like the following in the models QC file: | ||
$animation a_attack "attack" | $animation a_attack "attack" | ||
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$sequence weapon_attack "b_attack" activity ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 60 delta | $sequence weapon_attack "b_attack" activity ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 60 delta | ||
Subtracting frame 0 of the attack animation from the rest of the animation then using it as a "delta" type sequence seems to do the job, "attack" can now be overlaid over other similar animations like idling, crouching and running. | Subtracting frame 0 of the attack animation from the rest of the animation then using it as a "delta" type sequence seems to do the job, "attack" can now be overlaid over other similar animations like idling, crouching and running. | ||
[[category:modeling]] | [[category:modeling]] |
Latest revision as of 22:43, 21 January 2024

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January 2024
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January 2024
- Main article: $animation#Blending
After struggling to create attack gesture activities that didn't completely seize control of the model and studying the QC command list this technique was developed. After making an animation "attack.smd" containing the animation including lines like the following in the models QC file:
$animation a_attack "attack"
$animation b_attack "attack" subtract a_attack 0
$sequence weapon_attack "b_attack" activity ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 60 delta
Subtracting frame 0 of the attack animation from the rest of the animation then using it as a "delta" type sequence seems to do the job, "attack" can now be overlaid over other similar animations like idling, crouching and running.