$boneflexdriver is a QC command which enables driving a flex with a bone's animation. This is particularly useful in multiplayer games where you can't pack VDC files into the map, as you can still use flex animation. It is also critical to vertex animation.
- Team Fortress 2 Confirm:Does it really work? Studiomdl reports a "bone flex driver 0 bytes" on each compile, hinting that it is available.
- Alien Swarm
- Portal 2
- Counter-Strike: Global Offensive
- Source Filmmaker
- Dota 2
$boneflexdriver <bone_name> <graph_axis> <flex_name> <start_offset> <time_factor>
- The name of an existing bone that will host vertex animation for this model.
- One of three values:
- Links the target flex controller to the weight of the animation (much like a skeletal animation's). Controlled by the X-axis animation of the host bone.
- Links the target flex controller to the current frame of vertex animation. Controlled by the Y-axis animation of the host bone.
- Unknown function.
- The name of the flex controller this command operates on. There are two sensible options:
- In both cases,
<vca_name>is the name of the model's vcafile minus any file extension.
- Adds a delay before the vertex animation starts.
- The keyframe rate of the animation is multiplied by this value. It doesn't actually change the animation's duration however, making it of little use.
For vertex animation:
$boneflexdriver "flexAnimBone" tx "my_vca_name" 0 1 $boneflexdriver "flexAnimBone" ty "multi_my_vca_name" 0 1