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  • {{this is a|QC command|name=$animation}} It is used for [[$sequence]]s with advanced features. Unlike <code>$sequence</code>, <code>$animation</code> only has one mode. Options can be on the same line or defined in a c
    9 KB (1,379 words) - 21:03, 16 July 2025
  • #REDIRECT [[VMDL/Animation]]
    28 bytes (3 words) - 14:33, 23 August 2024
  • ...on sequence representing interactions between the character and the world. Animation events tell the AI at what moment an attack is launched, or a character die A sequence may have multiple animation events (for example a walk animation might have a footfall sound for each foot hitting the ground. Some scripted
    11 KB (1,574 words) - 13:41, 11 June 2025
  • '''Flex animation''' (also called '''blend shape''' and '''shape key''' animation) is the direct manipulation of [[vertex|vertices]] without the involvement The ''animation'' comes into play when the mesh interpolates between its base shape and the
    17 KB (2,557 words) - 07:14, 20 May 2025
  • {{this is a|QC command|name=$animation}} 它被用于具有高级功能的[[sequence|序列]]。 与<code>$sequence</code>不同,<code>$animation</code>仅有一种模式。选项可以在同一行中定义,也可以使
    3 KB (135 words) - 17:59, 3 August 2025
  • #redirect [[Flex animation]]
    28 bytes (3 words) - 11:12, 2 March 2011
  • {{LanguageBar|Vertex animation}} ...is approach allows vertex animation to be combined with typical [[skeletal animation]], just like flex animations.
    6 KB (990 words) - 17:42, 18 July 2025
  • Animation files are stored in animation groups. A VMDL can have multiple animation groups and they can be internal or external. ...ort. Use the timeline to play/pause, adjust play back speed, and scrub the animation.
    8 KB (996 words) - 14:31, 23 August 2024
  • [[File:Breen skeleton posed.jpg|150px|right|Skeleton during an animation]] '''Skeletal animation''' is a processor-efficient and relatively simple animation system that can simulate any jointed object, from people to insects to mach
    2 KB (281 words) - 04:13, 23 June 2024
  • 39 bytes (4 words) - 16:26, 3 January 2009
  • ...plex for beginners. [http://www.moddb.com/groups/noesis-interactive/videos/animation-with-the-softimagexsi-6-mod-tool#imagebox '''This''' free Noesis video tuto When using the [http://softimage.wiki.avid.com/xsidocs/animeditor13.htm Animation Editor] to adjust the slopes leading to and from keyframes, bear in mind th
    2 KB (328 words) - 00:08, 7 January 2024
  • ...two bones, then the associated bones each have 50% control over it during animation. ...nLabel|File:BlenderPoseMode.png|Pose Mode}} will be exported. Whole-object animation ''will not'' make it out.}}
    8 KB (1,207 words) - 07:00, 23 December 2023
  • ...just the expression of a character. In the [[SFM/The Animation Set Editor|Animation Set Editor]], select the controls for the various parts of the face. The C # In the [[SFM/The Animation Set Editor|Animation Set Editor]], select a control for part of the face. The [[SFM/The Presets
    3 KB (497 words) - 12:38, 17 September 2012
  • {{lang|Understanding VGUI2 Animation}} VGUI2 has a pretty powerful animation system for animating both HUD elements and VGUI panels. Here is a relativel
    11 KB (1,463 words) - 15:34, 10 June 2022
  • #REDIRECT [[VMDL/Animation]]
    28 bytes (3 words) - 14:33, 23 August 2024
  • {{lang|SFM/Facial animation|title=Лицевая анимация}} ...st the expression of a character. In the {{L|SFM/The Animation Set Editor|Animation Set Editor}}, select the controls for the various parts of the face. The C
    4 KB (441 words) - 07:39, 11 July 2024
  • #REDIRECT [[VMDL/Animation]]
    28 bytes (3 words) - 14:31, 23 August 2024
  • {{lang|Duplicate Animation Events Fix}} This is neither a prediction issue NOR a duplicated animation issue. It has to do with the introduction of the new PlayerAnimState code i
    3 KB (459 words) - 12:36, 29 November 2023
  • ...one animator may want to tune lights while another animator refines camera animation, both in the same shot. With the SFM, you can do this by working on differe {{Note|Make sure you import all animation sets that have controls locked together, or unlock them before importing. I
    2 KB (389 words) - 12:40, 8 January 2024
  • {{lang|Understanding VGUI2 Animation|title= Анимация в VGUI2}} **** [[#Defining animation variables in code|Variables defined in code]]
    16 KB (580 words) - 04:08, 22 August 2024

Page text matches

  • {{LanguageBar|title = 动画(Animation)菜单}} {{mdledit|4}}中的动画(Animation)菜单
    715 bytes (18 words) - 11:07, 12 July 2024
  • ...ditor|动画设计工具}}中,右键点击您想复制的动画集(按住 {{key|Ctrl}} 并点击左键会同时选中多个动画集),然后点击 '''Copy Animation Set(s)'''。 # 在动画设计工具空白处点击右键,选择 '''Paste Animation Set(s)'''
    1 KB (39 words) - 04:20, 22 August 2024
  • Animation menu for {{mdledit|4}}. == Add Animation ==
    907 bytes (142 words) - 11:07, 12 July 2024
  • :''Main article: [[$animation#Blending]]'' ...ique was developed. After making an animation "attack.smd" containing the animation including lines like the following in the models QC file:
    821 bytes (122 words) - 22:43, 21 January 2024
  • ...shots. But you can copy elements between shots. To do so, you copy their animation sets. ...ld down {{key|Ctrl}} to select multiple animation sets), and click '''Copy Animation Set(s)'''.
    941 bytes (150 words) - 15:27, 27 June 2012
  • {{this is a|QC command|name=$animation}} 它被用于具有高级功能的[[sequence|序列]]。 与<code>$sequence</code>不同,<code>$animation</code>仅有一种模式。选项可以在同一行中定义,也可以使
    3 KB (135 words) - 17:59, 3 August 2025
  • To remove an object from a shot, you delete its animation set. # In the Animation Set Editor, select the animation set(s) you want to delete.
    945 bytes (160 words) - 09:17, 31 August 2012
  • ...e> might trigger the animation ''walk_cycle'' in one model, and either the animation ''hover_glide'' or ''hover_glide_02'' in another (chosen between at random [[Category:Animation]]
    447 bytes (60 words) - 01:46, 9 April 2023
  • ...TF2 into animation sets. This means you can give your characters familiar animation movements from the game, and you can modify those movements. '''To import game animation into a model's animation set:'''
    1 KB (168 words) - 09:27, 29 June 2012
  • ...t; this adds the movements you make while navigating to the scene camera's animation set. ...bjects|add an animation set]] for it in the [[SFM/The Animation Set Editor|Animation Set Editor]]. Then, you can select it and manipulate it with the viewport.
    1 KB (175 words) - 14:25, 1 May 2021
  • ...omething, and at run time these references are overwritten with the actual animation index. ...are needs to be taken when using this. You can't do any operations on the animation - such as subtract, etc., or it's possible the model compiler will crash.}}
    802 bytes (126 words) - 21:30, 16 July 2025
  • ...map, as you can still use flex animation. It is also critical to [[vertex animation]]. {{note|Bone flex drivers will only work in-game on entities that support flex animation. E.g. [[generic_actor]], [[cycler_flex]], [[player]] or other NPCs.}}
    2 KB (352 words) - 21:08, 16 July 2025
  • # 在动画设计工具中,右键点击该对象,点击 '''Delete Animation Set(s)'''。 ...Valve的Meet the系列中某些对象)。您''必须''先为该对象建立一个动画集,然后才能删除它。欲了解更多信息,请参考 {{L|SFM/The Animation Set Editor|动画设计工具}}。0}}
    729 bytes (33 words) - 04:20, 22 August 2024
  • ...d (ie. at the beginning of addon_game_mode.lua) you must register a custom animation script: RegisterCustomAnimationScriptForModel( "models/heroes/medusa/medusa.vmdl", "animation/heroes/medusa/medusa_custom.lua" )
    1 KB (143 words) - 22:40, 21 January 2024
  • ;Animation Rate [float] :Determines the framerate of the animation sequence if the material has one. By default, 1.0 will map to playing the
    1 KB (200 words) - 20:24, 22 January 2025
  • ''Return the animation rate of the cast animation.''
    434 bytes (54 words) - 09:28, 21 January 2024
  • ''Return the animation rate of the cast animation.''
    440 bytes (54 words) - 09:07, 21 January 2024
  • ...t the options are processed before currently set options for the specified animation. This somehow also allow expand [[$definemacro|macros]] * [[$append]] Add more options to the specified [[$sequence|sequences]] or [[$animation|animations]] '''after''' all other options.
    1 KB (143 words) - 21:58, 18 July 2025
  • ==Animating a Posture animation== A Posture animation can be thought of as having 3 distinct segments:
    2 KB (434 words) - 04:33, 12 July 2024
  • #REDIRECT [[VMDL/Animation]]
    28 bytes (3 words) - 14:33, 23 August 2024
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