$boneflexdriver

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$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.

This command is available in the Source 2013 branch and further.

Note.pngNote:Bone flex drivers will only work in-game on entities that support flex animation. E.g. generic_actor, cycler_flex, player or other NPCs.

Syntax

Source 2013:

$boneflexdriver <bone_name> <graph_axis> <flex_name> <min> <max>

Alien Swarm and later:

$boneflexdriver <bone_name> <graph_axis> <flex_name> <start_offset> <time_factor>
bone_name
The name of an existing bone that will host vertex animation for this model.
graph_axis
One of three values:
tx
Source 2013: Controls the flex controller by the X-axis animation of the bone.
Alien Swarm and Later: Also links the target flex controller to the weight of the animation (much like a skeletal animation's).
ty
Source 2013: Controls the flex controller by the Y-axis animation of the bone.
Alien Swarm and Later: Also links the target flex controller to the current frame of vertex animation.
tz
Source 2013: Controls the flex controller by the Z-axis animation of the bone.
Alien Swarm and Later: Unknown function.
flex_name
The name of the flex controller this command operates on.
In Alien Swarm and later, there are two sensible options:
  • <vca_name> (for tx)
  • multi_<vca_name> (for ty)
In both cases, <vca_name> is the name of the model's vcafile minus any file extension.
min
Minimum weight value of the controller.
max
Maximum weight value of the controller.
start_offset
Adds a delay before the vertex animation starts.
time_factor
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.

Example

For vertex animation:

$boneflexdriver "flexAnimBone" tx "my_vca_name" 0 1
$boneflexdriver "flexAnimBone" ty "multi_my_vca_name" 0 1