• Help with animated model.
    11 replies, posted
So, i'm learning modeling, and now i'm adventuring on how to do animated models (model was done in blender btw). i managed to rig/animate and compile an door model, but i have a problem.. the model anim keeps looping indefinitely, even with the "hold animation" set in yes on the proprieties, and since it is a door model it kinda need 2 hold the last frame on the open/close animation, i tried VDC that helped me get this far.. but i didn't found the info on this subject specifically, could someone give a hand plz? Here's some stuff for help: [B]Current QC file[/B] [CODE] $modelname "props_abyss/abyss_tram/tram_doors.mdl" $body mybody "tram_doors.smd" $cdmaterials "models/props_abyss/abyss_tram" $scale 1 $Sequence idle "tram_doors.smd" loop fps 1 $Sequence open "open.smd" loop fps 30 $Sequence oepn_idlend "open_idlend.smd" loop fps 2 $Sequence close "close.smd" loop fps 30 $Sequence close_idlend "close_idlend.smd" loop fps 2 $collisionjoints "tram_doors_coli.smd" { $mass 11.0 } [/CODE] [B]Pic of the proprietes tab in hammer (model in the left)[/B] [IMG]http://i.imgur.com/Mbo3VNx.png[/IMG] Thanks since now to everyone who be able to help =)
Remove the word loop from the animation in your .QC.
[QUOTE=buu342;49580333]Remove the word loop from the animation in your .QC.[/QUOTE] yup.. was that simple.. feeling stupid now, lol... thx for the help =), would you happen to know how do i place sounds to play along with the model anim btw? [B]EDIT[/B] Not ambient generics, like in the actual model data.
--up-- Anyone know how do i place sounds to play along with the model anim, not ambient generics, like in the actual model data?
Sorry for the late reply, I only got home now and you posted the last thing while I was asleep. Paste this code into the animation of your entity (modifying what's necissary): [code] { event 5004 FRAMENUMBER "WEAPONNAME.ACTIONNAME" } [/code] example: [code] $sequence "draw" "c_ak47_anims\draw.smd" { fps 30 "ACT_VM_DRAW" 1 snap { event 5004 0 "Weapon_ak47.Draw" } { event 5004 11 "Weapon_ak47.BoltPull" } } [/code] I'm going to guess you know how soundscripts work, so you know how to define these?
[QUOTE=buu342;49585501]Sorry for the late reply, I only got home now and you posted the last thing while I was asleep. Paste this code into the animation of your entity (modifying what's necessary): I'm going to guess you know how soundscripts work, so you know how to define these?[/QUOTE] Thx for answer =), i'm gonna test, but to see if i understood well... it would be like this? [CODE] $modelname "props_abyss/abyss_tram/tram_doors.mdl" $body mybody "tram_doors.smd" $cdmaterials "models/props_abyss/abyss_tram" $scale 1 $Sequence idle "tram_doors.smd" loop fps 1 $Sequence open "open.smd" { fps 30 "door_opens" 1 snap { event 5004 0 ".wav file name" } { event 5004 60 ".wav file name" } } $Sequence oepn_idlend "open_idlend.smd" loop fps 2 $Sequence open "close.smd" { fps 30 "door_close" 1 snap { event 5004 0 ".wav file name" } { event 5004 60 ".wav file name" } } $Sequence close_idlend "close_idlend.smd" loop fps 2 $collisionjoints "tram_doors_coli.smd" { $mass 11.0 } [/CODE] Also, i know how to create soundscapes.. but are you saying that i need 2 use the same syntax.. or that i need to create/edit an external .txt file to work properly?
[QUOTE=sejievan;49585671]Thx for answer =), i'm gonna test, but to see if i understood well... it would be like this? [CODE] $modelname "props_abyss/abyss_tram/tram_doors.mdl" $body mybody "tram_doors.smd" $cdmaterials "models/props_abyss/abyss_tram" $scale 1 $Sequence idle "tram_doors.smd" loop fps 1 $Sequence open "open.smd" { fps 30 "door_opens" 1 snap { event 5004 0 ".wav file name" } { event 5004 60 ".wav file name" } } $Sequence oepn_idlend "open_idlend.smd" loop fps 2 $Sequence open "close.smd" { fps 30 "door_close" 1 snap { event 5004 0 ".wav file name" } { event 5004 60 ".wav file name" } } $Sequence close_idlend "close_idlend.smd" loop fps 2 $collisionjoints "tram_doors_coli.smd" { $mass 11.0 } [/CODE] Also, i know how to create soundscapes.. but are you saying that i need 2 use the same syntax.. or that i need to create/edit an external .txt file to work properly?[/QUOTE] Yes, the syntax must be like the rest of the soundscapes. It's always best to make an external .txt [code] ".wav file name" [/code] Not quite sure what you're doing here, correct me if I'm wrong but you cannot do this? I believe you have to make it into a unique name with a dot and then a unique action. Sorry if I'm being misleading, I usually handeled the playing of the sound itself through Lua and that was how it's done.
I'm kinda asking if it's there that i place the sound file name XD, like "door_opens.wav" or just "door_opens" also the model is for portal 2, i'm not using lua =)
[QUOTE=sejievan;49585922]I'm kinda asking if it's there that i place the sound file name XD, like "door_opens.wav" or just "door_opens" also the model is for portal 2, i'm not using lua =)[/QUOTE] No, you're not supposed to put the sound name there. What you do is you put a unique file name there, which you will then redirect to the wav file using the sound script.
[QUOTE=buu342;49589480]No, you're not supposed to put the sound name there. What you do is you put a unique file name there, which you will then redirect to the wav file using the sound script.[/QUOTE] i see, thx someone else clarified that for me heh XD, just 2 final doubts tho. 1: My model compiler (GUIStudioMDL) acuses error in this line "ACT_VM_DRAW", it says that it can't locate the file.. idk why. 2: also is "ACT_VM_DRAW" the place for the name of my custom sound script file?
Problem solved, for sake of leaving here for future people seeking for this info, i deleted the "ACT_VM_DRAW" and switched to StudioCompiler, and now it is working fine, thx again for the help dude =)
[QUOTE=sejievan;49590543]Problem solved, for sake of leaving here for future people seeking for this info, i deleted the "ACT_VM_DRAW" and switched to StudioCompiler, and now it is working fine, thx again for the help dude =)[/QUOTE] No problem. You weren't supposed to use ACT_VM_DRAW. It's only for viewmodels.
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