2010-12-17, 07:31 PM
Have you gotten anywhere with x2mdl?
A treasure chest might be an easier exercise to warm up with than an arm (or pair of arms)
The one advantage the arm model has is the animations start at 0. So if you can get a single working animation in there, it aught to produce something results wise.
Doors and chests work the same way more or less in terms of animation. But I think there may be some special requirements control points wise for doors. It seems like the control points for the basis for collision maybe.
Anyway, animation ID 4 (the 5th animation) is open, and ID 5 is closed. There is an ID 0, so the counting may seem unusual... though that's how programmers do everything almost.
PS: If you want to animate the swing model. Make an animated .mdl file to match it, and I can set Ex up to replace the swing model's textures so it will be invisible, and replace it with the animated .mdl file instead. You can also animate the damage control points in the arm animations so that the damage zone can be/move just about any way you want. Would be nice if it's possible to have more than 3 arm animations.
A treasure chest might be an easier exercise to warm up with than an arm (or pair of arms)
The one advantage the arm model has is the animations start at 0. So if you can get a single working animation in there, it aught to produce something results wise.
Doors and chests work the same way more or less in terms of animation. But I think there may be some special requirements control points wise for doors. It seems like the control points for the basis for collision maybe.
Anyway, animation ID 4 (the 5th animation) is open, and ID 5 is closed. There is an ID 0, so the counting may seem unusual... though that's how programmers do everything almost.
PS: If you want to animate the swing model. Make an animated .mdl file to match it, and I can set Ex up to replace the swing model's textures so it will be invisible, and replace it with the animated .mdl file instead. You can also animate the damage control points in the arm animations so that the damage zone can be/move just about any way you want. Would be nice if it's possible to have more than 3 arm animations.