Ok. I'm modelling a sword in 3DS Max 2009 and i want the frame to jump from frame 0 -> Frame 1 (i.e. a backswing) instantly. However, it doesn't - It insists on moving slowly (but smoothly - not something i want). As a result, the actual outcome is entirely different - it looks correct in 3DS Max itself, but ingame the sword hits at the wrong angle and generally looks pretty feeble.
I noticed in Half-Life 2 that the crowbar moves from frame 0 to frame 1 instantly, so i don't think it's the game engine's fault.
I use GUI StudioMDL to re-compile it.
Any help at all?
Crowbar used 1-15 Frames for Hitting the center, i cant see any 1 framed animation for crowbar. if u use 0-1 frame only, u can do only one move, e.g. 1 FPS, from movies term, one frame means only one image. to make smooth images, u need like 30 Frames or more
sorry for bad english D:
Check the Curve Editor under Animation menu in Max. You can switch the auto smoothing on or off.
Edit: No wait, I think I misunderstood. Do you want the crowbar to hit fast or smoothly?
I want it to hit fast - i.e. the sword moves from frame 0 position to frame 1 position INSTANTLY - does not move in between.
The Source engine tweens between animation frames. So if your animation in the qc is set to 30fps but your game is running at 60, it will tween between every non-existant frame.
Though your problem sounds a little different. How slowly is the sword moving?
increase the FPS of the sequence in the .qc
Alright, watch this. It'll give you a better idea of what is actually wrong (don't worry about the quality i had to stitch this together in 3 minutes).
[url]http://www.youtube.com/watch?v=ruIoc_cpyyE[/url]
The crowbar swing's animation actually starts there.
No, that can't be it. Even if it does start there, if i make my animation start there, it still does the same thing.
Basically it appears there is a cap on the speed at which the sword can move. That's what i want to get rid of.
Btw if i speed it up, the wrist won't rotate enough and therefore it look as if i am trying to hit myself with it.
One option you can use for [b]$sequence[/b]s is called "[i]snap[/i]" - it removes all blending when transitioning to this animation. The [url=http://developer.valvesoftware.com/wiki/QC_Commands]VDC[/url] is wonderful.
[QUOTE=Eccentricity;16820676]One option you can use for [b]$sequence[/b]s is called "[i]snap[/i]" - it removes all blending when transitioning to this animation. The [url=http://developer.valvesoftware.com/wiki/QC_Commands]VDC[/url] is wonderful.[/QUOTE]
Interesting.
[QUOTE=Eccentricity;16820676]One option you can use for [b]$sequence[/b]s is called "[i]snap[/i]" - it removes all blending when transitioning to this animation. The [url=http://developer.valvesoftware.com/wiki/QC_Commands]VDC[/url] is wonderful.[/QUOTE]
Thank you so much!!
It's exactly what i'm looking for!
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