$bonesaveframe
$bonesaveframe
is a QC command available in all Source games. When using demand loaded animations (see $animblocksize and $sectionframes) 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 while waiting for the real data to show up. By default, all bones are written out in their entirety, but this is sometimes wasteful as not all bones need to both rotate & translate. This command allows you to specify which information is actually stored, in this case.
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