$bonesaveframe

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Revision as of 14:06, 28 April 2008 by JeffLane (talk | contribs) ($bonesaveframe)
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When using demand loaded animations (see $animblocksize) 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 that while waiting for the real data to show up, rather than just using the models reference pose.

By default, all bones are written out. To better control which bones are written and what data is included, use $bonesaveframe

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