Compiling Player Model and Animation

Compiling Player Model and Animation

Re: Compiling Player Model and Animation Posted by kizoku on Tue Oct 30th 2007 at 3:06am
kizoku
5 posts
Posted 2007-10-30 3:06am
kizoku
member
5 posts 1 snarkmarks Registered: Oct 30th 2007 Occupation: Student Location: Singapore
I read up on many tutorials on how to compile models, on the bright side i was able to compile a static Main Player model into halflife.

But what I want is for it to animate when i press the moving keys (e.g. Left key[Move left animation], Down Key[squat animation])

I'm not sure whether it works in the way where you input the value in

$sequence <AnimName> "<smdfile>" fps <fps>

in the .qc file for it to work.

Does it mean if i put $sequence man_run "man_run.smd" fps <fps>

and when i press the up key it will run forward playing the run animation?
Re: Compiling Player Model and Animation Posted by fishy on Tue Oct 30th 2007 at 5:22am
fishy
2623 posts
Posted 2007-10-30 5:22am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
if this is to make a new player model, then you can use the shared animations (.qci files) that all the other playermodels use. i had a look for a tutorial, as I don't know exactly how it works, but I could only find this. It has a sample .qc file, showing what is needed. maybe it can help you.
i eat paint
Re: Compiling Player Model and Animation Posted by kizoku on Tue Oct 30th 2007 at 6:42am
kizoku
5 posts
Posted 2007-10-30 6:42am
kizoku
member
5 posts 1 snarkmarks Registered: Oct 30th 2007 Occupation: Student Location: Singapore
how do I replace? meaning I just need to have a fully rigged model with its bonename same as the valve's bonenames