$includemodel: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
$includemodel (filename)
The [[$includemodel]] [[QC commmand]] is used to add an [[MDL]] file that this model will include at run-time. All new sequences and animations will be appended to the model.  
* Adds a .mdl file that this .mdl will include at run-time, and all new sequences and animations will be appended to the model. Animations and sequences are processed in-order, and subsequent animations/sequences that have name conflicts will be ignored, and any references to .mdl local entry by the same name will be overwritten with the reference to a first one declared.  
 
* Animations and sequences are processed in-order, so subsequent animations/sequences that have name conflicts will be ignored, and any references to .mdl local entry by the same name will be overwritten with the reference to a first one declared.  
 
* Included .mdl’s can have different bone ordering, but they need to have the same bone hierarchy and ikchain declarations. Currently there’s no run-time checking to verify they match.
* Included .mdl’s can have different bone ordering, but they need to have the same bone hierarchy and ikchain declarations. Currently there’s no run-time checking to verify they match.
* Only animations and sequences are used from included .mdls. Currently models, textures, faces, attachments, etc. are ignored.  
* Only animations and sequences are used from included .mdls. Currently models, textures, faces, attachments, etc. are ignored.  
==QC syntax example 1==
* This overwrites the normal police animations with a pointer to the shared animations
[[$modelname]]    Police_animations.mdl
[[$includemodel]] "player\male_anims.mdl"


[[Category:QC Commands]]
[[Category:QC Commands]]

Revision as of 16:39, 7 April 2008

The $includemodel QC commmand is used to add an MDL file that this model will include at run-time. All new sequences and animations will be appended to the model.

  • Animations and sequences are processed in-order, so subsequent animations/sequences that have name conflicts will be ignored, and any references to .mdl local entry by the same name will be overwritten with the reference to a first one declared.
  • Included .mdl’s can have different bone ordering, but they need to have the same bone hierarchy and ikchain declarations. Currently there’s no run-time checking to verify they match.
  • Only animations and sequences are used from included .mdls. Currently models, textures, faces, attachments, etc. are ignored.

QC syntax example 1

  • This overwrites the normal police animations with a pointer to the shared animations
$modelname     Police_animations.mdl
$includemodel "player\male_anims.mdl"