• [Gmod] Why is the animation slower than collision?
    7 replies, posted
https://files.facepunch.com/forum/upload/133502/113686fa-1bc8-480f-ab76-d17f1837b8f7/modelSpeed.gif $scale "0.52" $modelname "fallout4\VltGearDoor01.mdl" $body mybody "VltGearDoor01.smd" $surfaceprop combine_metal $cdmaterials "models\fallout4" $sequence idle "VltGearDoor01.smd"{ fps 30 } //$animation "Door_Anim" "VltGearDoor03" { // fps 30 //} $sequence "Door_Animation" { "VltGearDoor03.smd" fadein 0 fadeout 0 fps 30 } $mostlyopaque $collisionjoints "gear_collision.smd" { $mass 3250.0 $concaveperjoint } Also if i spawn this model in game and start an animation using "Animated Props" tool it works as i need.
By that do you mean it works fine in-game? Does it run properly using 'vcollide_wireframe 1' in the console? If it does then it may just be a rendering bug in the modelviewer tool. If it doesn't work in-game either then maybe it's the rig? Does the physics model use the same skeleton and are they rigged to identically named bones?
The gif you see is compiled map in game with vcollide_wireframe1 and prop_dynamic with started animation. Yes, physics model use the same skeleton.
That's quite bizarre indeed. Would you be willing to send the source files?
Why do you need them?
It's much easier to fix issues with the source files in front of you versus throwing ideas that may or may not work back and forth on the forum for several days. I've never seen anything like this before and with the lack of responses I can only assume nobody else has either.
Ok, accept ThatYellowPicturePony's friend request.
In case anybody else runs into this issue in the future, it seems to be working after replacing 'fps 30' with 'realtime' so the new $sequence line for example is: $sequence "Door_Animation" "VltGearDoor03.smd" realtime It's strange that this occurs at all and only as a dynamic prop in-game (not in modelviewer) but it works nonetheless.
Sorry, you need to Log In to post a reply to this thread.