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Linking models #5395
07/08/01 20:34
07/08/01 20:34

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Anonymous OP
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Is it possible to merge two animation sequences of the same model in MED, ie. so you have MDL file 1 for frames 1-20 and MDL file 2 for frames 21-40? Or is there a way to seamlessly swap between them in-game using create and remove or something?

I can't do all my animations for a character in one file because it would take years to animate it all.


Re: Linking models #5396
07/09/01 09:32
07/09/01 09:32
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Keith B [Ambit]  Offline
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Joined: Mar 2001
Posts: 1,825
London, England
Well, in game you can use morph()... And in MED you can just load up the extra frames... But what do you mean that it would take ages to do all the animations in one file, wouldn't you still have to do the same number of animations either way?

Oh, wait a minute - "Linking models" - you mean if the character is running and then running and shooting, and not having to do the animation for both sequences? In that case you might want different models for the torso and legs, and join them using ent_vertex (soon to be replaced by vec_for_vertex) - there's an example of how to use this in the office demo - the flare at the top of the old man's stick is attached using ent_vertex.

Hope that's of some use,
Keith


Re: Linking models #5397
07/10/01 00:45
07/10/01 00:45

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Ah thanks, I think morph should do it. (What I meant was i have separate body and legs, but if i want several run animations for the body eg. holding guns, then i have to copy all the frames to animate them slightly differently, but my software has no copy mass frames option.)

I've never been able to import added frames in MED, it just adds another whole model to it so i have two model running at the same time on top of each other.

Anyway thanks! I seem to be asking a lot of silly questions lately.


Re: Linking models #5398
07/10/01 01:39
07/10/01 01:39
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Keith B [Ambit]  Offline
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That's the only kind of question that I ever ask... From what you say, though, if your body and legs are separate models then you probably want to join them using ent_vertex/vec_for_vertex - morph is only good for changing one whole model into another whole model. Just make sure there's a vertex in the centre of the waist on both parts, and use that vertex to join them. That's very similar to how they do it in Quake III...

Cheers,
Keith



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