Animated Prop Not Animating

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
dDCN7N9.png

Hi. I've been wanting to update my kakariko zelda map ever since I learned how to model recently. I can get the model in-game and working fine, but I want it to spin (and bob up and down slightly). I've tried to get it to animate through various tutorials on here, but to no avail.

I export the model.smd and the anim.smd, but nothing seems to get it to work right. I figure either I'm animating it wrong in Blender (even though it looks fine in Blender) or I'm doing the QC file wrong. I get no error messages at any point along the way. I use a prop_dynamic and set the default animation field to anim.

I'm about to pull my hair out. Any help would be appreciated. Here's the QC code:
Code:
/*
----------------
Zelda Heart QC
----------------
*/
$modelname "zelda_heart/zelda_heart.mdl"
$cdmaterials "models/zelda_heart/"
$scale 1
$surfaceprop "default"
$body mybody "zelda_heart.smd"
$sequence idle "zelda_heart"
$sequence anim "anims/anim"
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I've checked similar models, but as far as the healthkit goes, I wouldn't know where to find the qc file for that. I just can't imagine how I'm screwing up such a simple animation.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Try looping the animation ($sequence anim "anims/anim.smd" loop); that might fix things somehow. Do you have the prop_dynamic set to play the animation anim by default?
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Try looping the animation ($sequence anim "anims/anim.smd" loop); that might fix things somehow. Do you have the prop_dynamic set to play the animation anim by default?

That's what I meant by
I use a prop_dynamic and set the default animation field to anim.
, and yes, I've used the loop command. I've even copied successful QCs and the model still sits still. I'm thinking that even though it's animating correctly in Blender, it's not exporting correctly (possibly based on the way I'm doing it). I just use 3 key frames over 120 frames so that a single bone/armature spins and bobs in the blender window with the mesh parented to the bone/armature.