Ninja Dodo wrote:
CodenameV wrote:
I was referring to the "Converting Bloodlines models to Source" thread with exploded Venus model. I guess you guys have made some progress since then.
So what exactly is the process for getting an animation from say Maya or Softimage to this shared model. Aside from editing qc files, don't you need an export plugin? Will the standard HL2 format do?
... by the way, the BBcode on the forum seems to be slightly broken. I can't get [url] to work.
Import the shared skeleton reference mesh as an .smd file using any importer that understands Valve's "smd" format. Create or grab an animation(e.g., .bvh animation). Retarget the animation to the reference mesh and then export the animation as an .smd file using any exporter that understands Valve's "smd" format. Update the .qc file and recompile the shared model.
You then need to code an event for a npc that will use this animation or use an existing event. For example, if you create a new dance animation, you will need to use the same event coding that exists in the .qc file to replace an existing dance animation.
Since none of the Troika Entities have been reverse engineered and coded into any of the Valve engines, you can only view your new animation in Valve's hlmv program. Unfortunately you will not be able to view the animation in the game.