How to import custom animation file to prop_dynamic?(.mdl)

ggggass

L1: Registered
Aug 10, 2016
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0
How to import custom animation file to prop_dynamic? (engineer.mdl)
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
You can't do that; the prop has the animations that it has. Animations aren't stored in a separate place in Source.
 

henke37

aa
Sep 23, 2011
2,075
515
Except when they are. Remember the various taunts?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
You can do animation in SFM because it's an animation program. Taunts are only available in the game once Valve puts them in.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953
You can do animation in SFM because it's an animation program. Taunts are only available in the game once Valve puts them in.

But you can still add custom prop_dynamic animations to hammer. Sure, you can't add a player animation to use on player\engineer, but you can animate a custom player compatible with hammer. Think of the animated tanks from frontline, but people instead. I don't know how it's done but I know that it's possible.
 

Powerlord

L3: Member
May 8, 2010
127
60
But you can still add custom prop_dynamic animations to hammer. Sure, you can't add a player animation to use on player\engineer, but you can animate a custom player compatible with hammer. Think of the animated tanks from frontline, but people instead. I don't know how it's done but I know that it's possible.
Things like taunt items create a temporary animation entity ("instanced_scripted_scene") which can force animations to fire on target objects.

You likely won't see this entity in any entity list as it's supposed to be for internal use only.

Having said that, the more generic logic_choreographed_scene still exists in TF2 despite being an HL2 entity.
 

henke37

aa
Sep 23, 2011
2,075
515
A problem is that the scenes are baked into a single large file, isn't it?