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HL2 Compiling Issues

polycounter lvl 19
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TorQue[MoD] polycounter lvl 19
Ok, so I had two animators work on the animations for Juice (one of the characters in our game) and unfortunately one of the animators had the model rotated backwards in max so when we tried to get the animations working in game, half of them were facing the camera, and the other half away from the camera (3rd person game).

One of the animators suggested that we use the "Move all" command with the "Off set" tool to rotate the animations 180 degrees. This worked fine in max, but for some reason when we re-exported the SMD files, the rotation didn't cary over and the animations are still backwards.

Does anyone know why this might be happening or if there's a command that we can use in the QC file to rotate the animations 180 degrees? The programmer said the "rotateto" command doesn't work.

Thanks!

Replies

  • ElysiumGX
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    ElysiumGX polycounter lvl 18
    What happens when you rotate the rig's root null 180 degrees?
  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    Its a biped rig so the only root is bip01. If you rotate that it obviously screws up the entire animation.
  • e_x
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    e_x polycounter lvl 18
    Create a new character studio layer, Motion Panel->Layers rollout, then select the bip01 and rotate it 180 degrees. After that you can either collapse the layer and "bake" down the animation or just leave it.

    That should hopefully fix your problem.
  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    Tried that already. It causes the mesh to fall of the rig and the entire thing gets twisted into a giant pile of crap.

    I'm more hoping that someone with some HL2 QC file knowledge will be able to tell me a proper QC command to rotate the animation in engine.
  • Quasar
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    Quasar polycounter lvl 19
    Hey Torque

    You've probably read through this page, but if you scroll down to the "$animations" section it will give you some info on aligning animations to the first frame of other animations. Can't say I've tried it, but it sounds like it could work for you since you mentioned that not all of your anims are backwards.
  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    Yeah, we tried to use the rotateto command but apparently it doesn't work. I'll talk to the programmer and see if maybe he was doing something wrong cause I don't see why it wouldn't work. Then again, I don't see why the max rotate command doesn't get carried over during the export either.
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