Rotating Animations in QC?

Is it Possible to rotate the direction of an animation in a QC file? because everything fucks up when I export an animation I rotated in 3ds max.

Yes, I’ve done it with walking animations. I used the same animation, but in the QC file you can specify the rotation. Here’s a portion of one of my QC files:

If it’s a sequence, just use the rotateto properly in it.

der I meant Sequence.

Can I see the QC, please? I need to see how you’re using it.


$modelname "bnpc\marine.mdl"
$model "torso" "torso_base.smd"
$cdmaterials "models\bnpc\marine\bitmaps\"
$surfaceprop "metal"
$lod 12
 {
  replacemodel "torso_base" "base_lod1"
}
$lod 18
 {
  replacemodel "torso_base" "base_lod2"
}
$lod 42
 {
  replacemodel "torso_base" "base_lod3"
}
$lod 55
 {
  replacemodel "torso_base" "base_lod4"
}
$lod 80
 {
  replacemodel "torso_base" "base_lod4"
}
$shadowlod
{
  replacemodel "torso_base" "base_lod2"
}
$model "arms" "arms_base.smd"
$model "legs" "legs_base.smd"
$texturegroup skinfamilies
{
	{ "marine_body"  }
	{ "marine_body_johnson" }
}
$bodygroup sights
{
	studio "head_base.smd"
	studio "head_charles-10.smd"
	studio "head_chris_boony-11.smd"
	studio "head_fred-12.smd"
	studio "head_marcus_boony-13.smd"
	studio "head_marcus_cap-101.smd"
	studio "head_matt_boony-14.smd"
	studio "head_paul_boony-15.smd"
	studio "head_rob-16.smd"
	studio "head_shiek_bandana-18.smd"
	studio "headsgt_johnson_head-100.smd"
}
$cdmaterials "models\bnpc\marine\bitmaps\"
$hboxset "default"
$hbox 1 "bip01 Head" -3.500  -7.710  -3.850  7.500  5.710  3.960
$hbox 4 "bip01 l UpperArm" 0.000  -3.370  -3.700  12.510  3.400  2.410
$hbox 4 "bip01 l Forearm" -0.900  -3.490  -3.170  9.490  3.100  2.410
$hbox 4 "bip01 l Hand" -1.110  -1.890  -2.380  5.720  1.460  2.340
$hbox 5 "bip01 r UpperArm" 0.000  -3.370  -2.370  12.390  3.410  3.800
$hbox 5 "bip01 r Forearm" -0.990  -3.500  -2.370  9.330  3.100  3.270
$hbox 5 "bip01 r Hand" -1.190  -1.860  -2.330  5.310  1.940  2.610
$hbox 6 "bip01 l Thigh" 0.000  -6.000  -3.550  17.850  4.000  4.450
$hbox 6 "bip01 l Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "bip01 l Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 7 "bip01 r Thigh" 0.000  -6.000  -4.550  17.850  4.000  3.400
$hbox 7 "bip01 r Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "bip01 r Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 3 "bip01 Pelvis" -7.500  -6.000  -6.000  7.500  6.000  6.000"
$attachment "eyes" "bip01 Head" 3.34 -5.28 -0.00 rotate 0.00 -80.10 -90.00
$attachment "Center" "bip01 Spine1" -6.20 2.09 0.00 rotate -0.00 96.62 90.00
$attachment "LHand" "bip01 l Hand" 3.00 -0.00 -0.00 rotate -0.00 0.00 -0.00
$attachment "RHand" "bip01 r Hand" 3.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$surfaceprop "metal"
$eyeposition -0.000 0.000 68.000
$ikchain rhand "bip01 r Hand" knee  0.707 0.707 0.000
$ikchain lhand "bip01 l Hand" knee  0.707 0.707 0.000
$ikchain rfoot "bip01 r Foot" knee  0.707 -0.707 0.000
$ikchain lfoot "bip01 l Foot" knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 2.00
	$damping 0.01
	$rotdamping 0.40
	$rootbone "bip01 pelvis"
	$jointmerge "bip01 Pelvis" "bip01 Spine1"

	$jointconstrain "bip01 r upperarm" x limit -50.00 57.00 0.20
	$jointconstrain "bip01 r upperarm" y limit -19.00 102.00 0.20
	$jointconstrain "bip01 r upperarm" z limit -93.00 30.00 0.20

	$jointconstrain "bip01 l upperarm" x limit -50.00 57.00 0.20
	$jointconstrain "bip01 l upperarm" y limit -102.00 19.00 0.20
	$jointconstrain "bip01 l upperarm" z limit -93.00 30.00 0.20

	$jointmassbias "bip01 l forearm" 2.00
	$jointconstrain "bip01 l forearm" x limit 0.00 0.00 0.00
	$jointconstrain "bip01 l forearm" y limit 0.00 0.00 0.00
	$jointconstrain "bip01 l forearm" z limit -120.00 4.00 0.20

	$jointmassbias "bip01 l hand" 4.00
	$jointconstrain "bip01 l hand" x limit -60.00 60.00 0.20
	$jointconstrain "bip01 l hand" y limit -30.00 30.00 0.20
	$jointconstrain "bip01 l hand" z limit -57.00 70.00 0.20

	$jointmassbias "bip01 r forearm" 2.00
	$jointconstrain "bip01 r forearm" x limit 0.00 0.00 0.20
	$jointconstrain "bip01 r forearm" y limit 0.00 0.00 0.20
	$jointconstrain "bip01 r forearm" z limit -120.00 4.00 0.20

	$jointmassbias "bip01 r hand" 4.00
	$jointconstrain "bip01 r hand" x limit -60.00 60.00 0.20
	$jointconstrain "bip01 r hand" y limit -30.00 30.00 0.20
	$jointconstrain "bip01 r hand" z limit -57.00 70.00 0.20

	$jointconstrain "bip01 r thigh" x limit -25.00 39.00 0.20
	$jointconstrain "bip01 r thigh" y limit -8.00 75.00 0.20
	$jointconstrain "bip01 r thigh" z limit -97.00 32.00 0.20

	$jointmassbias "bip01 r calf" 2.00
	$jointconstrain "bip01 r calf" x limit 0.00 0.00 0.20
	$jointconstrain "bip01 r calf" y limit 0.00 0.00 0.20
	$jointconstrain "bip01 r calf" z limit -12.00 126.00 0.20

	$jointmassbias "bip01 head1" 2.00
	$jointconstrain "bip01 head1" x limit -20.00 20.00 0.20
	$jointconstrain "bip01 head1" y limit -25.00 25.00 0.20
	$jointconstrain "bip01 head1" z limit -13.00 30.00 0.20

	$jointconstrain "bip01 l thigh" x limit -25.00 20.00 0.20
	$jointconstrain "bip01 l thigh" y limit -73.00 6.00 0.20
	$jointconstrain "bip01 l thigh" z limit -93.00 30.00 0.20

	$jointmassbias "bip01 l calf" 2.00
	$jointconstrain "bip01 l calf" x limit 0.00 0.00 0.20
	$jointconstrain "bip01 l calf" y limit 0.00 0.00 0.20
	$jointconstrain "bip01 l calf" z limit -8.00 126.00 0.20

	$jointmassbias "bip01 l foot" 2.00
	$jointconstrain "bip01 l foot" x limit -1.00 -1.00 0.20
	$jointconstrain "bip01 l foot" y limit -19.00 19.00 0.20
	$jointconstrain "bip01 l foot" z limit -15.00 35.00 0.20

	$jointmassbias "bip01 r foot" 2.00
	$jointconstrain "bip01 r foot" x limit 0.00 0.00 0.00
	$jointconstrain "bip01 r foot" y limit -21.00 6.00 0.20
	$jointconstrain "bip01 r foot" z limit -15.00 35.00 0.20
	$animatedfriction 1.000 1000.000 0.800 0.500 0.000
}
$sequence smg1idle1 "smg1idle1" loop ACT_IDLE_SMG1 2 fps 30.00 node standing
$sequence pistolidle1 "pistolidle1" loop ACT_IDLE_PISTOL 2 fps 30.00 node standing
$sequence idleonfire "idleonfire" loop ACT_IDLE_ON_FIRE 1 fps 30.00
$sequence moveonfire "moveonfire" loop ACT_RUN_ON_FIRE 1 fps 30.00
$sequence cower "cower" ACT_COWER 1 fps 35.00
$sequence deathpose_front "deathpose_front" ACT_DIE_FRONTSIDE 1 fps 1.00
$sequence deathpose_back "deathpose_back" ACT_DIE_BACKSIDE 1 fps 1.00
$sequence deathpose_right "deathpose_right" ACT_DIE_RIGHTSIDE 1 fps 1.00
$sequence deathpose_left "deathpose_left" ACT_DIE_LEFTSIDE 1 fps 1.00
$sequence grenadethrow "grenadethrow" ACT_COMBINE_THROW_GRENADE 1 fps 30.00 {
  { event 7 23 }
}

$sequence Crouch_idle_pistol "Crouch_idle_pistol" loop ACT_COVER_PISTOL_LOW 1 fps 30.00 node crouching
$sequence pistolidle1draw "pistolidle1" ACT_METROPOLICE_DRAW_PISTOL 1 fps 30.00 {
  { event 50 11 }
}

$sequence pistolidle1fire "pistolidle1" ACT_RANGE_ATTACK_PISTOL 1 fps 30.00 node shooting
$sequence reload_pistol "reload_pistol" ACT_RELOAD_PISTOL 1 fps 30.00 node shooting {
  { event 3017 0 }
  { event 3018 34 }
}

$sequence Crouch_idle_smg1 "Crouch_idle_smg1" loop ACT_COVER_SMG1_LOW 1 fps 30.00 node crouching
$sequence smg1idle1fire "smg1idle1" ACT_RANGE_ATTACK_SMG1 1 fps 30.00 node shooting
$sequence reload_smg1 "reload_smg1" ACT_RELOAD_SMG1 1 fps 30.00 node shooting {
  { event 3017 0 }
  { event 3018 49 }
}

$sequence reload_smg1_crouch "reload_smg1" ACT_RELOAD_SMG1_LOW 1 fps 30.00 node crouching {
  { event 3017 0 }
  { event 3018 52 }
}

$sequence Crouch_idle_smg1fire "Crouch_idle_smg1" loop ACT_RANGE_ATTACK_SMG1_LOW 1 fps 30.00 node lowcover {
  { event 3014 2 }
}

$sequence walk_all "a_WalkS" loop ACT_WALK 1 fps 30.00
$sequence walk_hold_pistol "a_WalkS" loop ACT_WALK_PISTOL 1 fps 30.00
$sequence walk_hold_smg1 "a_WalkS_smg1_all" loop ACT_WALK_RIFLE 1 fps 30.00
$sequence turnleft "turnleft" ACT_GESTURE_TURN_LEFT 1 fps 20.00
$sequence turnright "turnright" ACT_GESTURE_TURN_RIGHT 1 fps 20.00
$sequence jump_holding_land "jump_holding_land" ACT_LAND 1 fps 45.00
$sequence Choked_Barnacle "Choked_Barnacle" loop fps 30.00

If theirs anything else wrong, let me know.

Here you go. You’ll need to make the individual .smd files of the walking south, east, north and such. Take a look at the characters in HLMV and see how some of the characters run in the different directions. Also note the InsertNumberOfFramesYourCharacterMoves, just change it to however many frames your character moves. Change the names of the walking animations to your liking, in which the walking animations are named like WalkS and such, and the smg walking is like Walk_smg_S and such.

[del]Are there negative effects of rotating animations in 3ds max?[/del]

Wait, you mean re export them rotated or copy and rename them??

Well, you don’t export them rotated. Keep it the way it was when you made it, and the QC will rotate it for you as specified by the rotateto in the QC. So yes, copying and renaming would work.