Best way to animation models?
Moderator: InsideQC Admins
2 posts
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Best way to animation models?
1)Quake style
__state [framenumber, functiontothink];
is very messy if you have many animation,you need to spend a lot of time to do this
2)Hexen 2 style
__state [++ firstframe .. lastframe];
idk how its works,but it seems better then quake style
3)by nexttink and think
looks better,but when you use think function,its can kill another think(player animation for example)
4)maybe best(or not?) way,i found on this forum
maybe there is another option?(not the animation group,because you cant attach sound on frame,its works in iqm)
__state [framenumber, functiontothink];
is very messy if you have many animation,you need to spend a lot of time to do this
2)Hexen 2 style
__state [++ firstframe .. lastframe];
idk how its works,but it seems better then quake style
3)by nexttink and think
- Code: Select all
void()Draw=
{
if(self.weaponframe == 15)
{
W_SetCurrentAmmo();
self.state = NONE;
return;
}
self.weaponframe += 1;
self.think = Draw;
self.nextthink = time + 0.1;
}
looks better,but when you use think function,its can kill another think(player animation for example)
4)maybe best(or not?) way,i found on this forum
- Code: Select all
void() player_reload1 = [$reload1, player_reload2] {self.weaponframe = 10;}; //Replace 10 with your start frame.
void() player_reload2 = [$reload2, player_reload3] {self.weaponframe = (self.weaponframe + 1);}; //This advances the frame count by 1.
void() player_reload3 =
{
if(self.weaponframe == 17) //If the animation has reached its end....
{
self.weaponframe = 0; //Set the frame back to the idle frame.
return; //Exit this function.
}
else //If the animation still has some frames left to play...
{
player_reload2(); //Continue the animation..
return; //Exit this function.
}
};
maybe there is another option?(not the animation group,because you cant attach sound on frame,its works in iqm)
Sorry for my english 
- Max_Salivan
- Posts: 93
- Joined: Thu Dec 15, 2011 1:00 pm
Re: Best way to animation models?
Control weaponframe animation via PlayerPostThink or better, W_WeaponFrame (in weapons.qc).
Use an animation state control system, and make some functions to more easily set / cancel animations as needed.
That way, you can avoid interrupting player animations.
Use an animation state control system, and make some functions to more easily set / cancel animations as needed.
That way, you can avoid interrupting player animations.
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
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