• Please help with blend sequences and sequence layers!
    6 replies, posted
I am learning how to create half life source characters, I can tell you now the neck and mouth movements are blend sequences in the form of two frame animations of 3 things mouth closed mouth open head left head forward head right and these are listed as animations then blended together in the mouth and head yaw blend sequences in this form: $sequence mouth { mouthclosed mouthopen blendwidth 2 blend mouth 0 90 } Note that the mouth sequence is automatically recognised by source as a sequence that increases and decreases depending on model volume output. -Take that Little Big Planet! The only problem is the blend sequence can not be played over any other sequence apart from its own, the half life scientists can turn their heads and open and close their mouths during any model state, things I produce can not. Could someone please provide some support on sequence layering so I can have this blend sequence available and active during any sequence the model may play? (referring to half life: source scientists)
lol max [img]http://i.imgur.com/MIVUe.jpg[/img]
post your qc
[QUOTE=Max of S2D;30175498]post your qc[/QUOTE] lol your alive :) im happy
$scale 1 $modelname "soldier/US_recruit.mdl" $body US_recruit "US_recruit.smd" $surfaceprop "flesh" $cdmaterials "soldiermap" $sequence ragdoll "ragdoll" loop fps 30 Activity ACT_DIERAGDOLL -1 $animation mouthclosed "mouth_closed" loop $animation mouthopen "mouth_open" loop $sequence mouth { mouthclosed mouthopen blendwidth 2 blend mouth 0 90 } [editline]1st June 2011[/editline] Alright you lazy info picking carriers of large bags of information and incredibly lucky people, I've found a 'method' all by my self :| this may be useful to modellers for half life: source characters... By adding a blend to each sequence from the sequence to the mouth open sequence and keeping the name of the blend as mouth, the speed of the mouth open animation can be reduced to fps 1 so the mouth function can run during any animation using a very specific system. Here is an example and how to use it: $animation mouthopen "mouth_open" loop fps 2 -- this is a two frame animation of the mouth in its open state, the frames per second reduced drastically (you will find out why) $animation idling "idle1" loop -- where you were going to make a sequence, make it a simple $animation instead, this will be called when we do our dodgy makeshift enabling of the mouth. $sequence mouth { mouthclosed mouthopen blendwidth 2 blend mouth 0 90 hidden } -- this is the primary mouth sequence, useful for being useless but provides reassurance you're stuffs are working. Note: mouth closed was also used in this, basically a 2 frame closed mouth animation with optional frame reduction, it is also hidden -ninja sequences- $sequence idle1 { idling mouthopen blendwidth 2 blend mouth 0 90 loop fps 4 Activity ACT_IDLE -1 } -- heres the core part, we're using and advanced blending sequence so only the sequence name is given, under that we have our sequence to the left and the mouth open to the right we then set the number of items we are blending, in this case blendwidth 2 for idling and mouthopen, we MUST call it mouth, mouth is one badass property called by source that makes simple sequences expand to the volume of sound passing through it, that means using mouth after blend, you can make anything from people to christmas trees with music lights to epic bass speakers, all dynamic and react to passing sound (usually implemented through a choreography scene) then theres some simple settings slipped in underneath and these are valid where they are. The end. Have fun If something isnt working try changing your compiler setting from episode 1 to orange box visa versa, this is good advice for those playing with jiggle bones in the GUI model compiler, only orange box does jiggle bones.
Could you elaborate a bit more on how you got this to work? I tried your method, but all I got was my model doing a 90 degree left turn very violently to the sound. Also are you using VCDs? or "event 1008 *wavname*" in the sequence? Or mabey provide a complete example of a finished model .qc and list of resources used. I also tried the regular qc script for the HL1:source for talking models, but I could only get the mouth to move if I made a "scripted_sentence" activating the model as a "monster_generic". That worked sorta, but the mouth was flapping way too fast and erratically. Interestingly enough when the same model was placed into Halflife: Source it worked perfectly and the mouth moved smoothly. Only problem is that HL1:S is an old version of source and I need gmod. I also tried model swapping the HL1s models in gmod, but Im not sure which path to use for the models. The spawnlist just says "models\barney" even though thats the same path as the HL2 barney.
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