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A question for animators out there. Do you get this problem too?

Discussion in 'Team Fortress 2 Talk' started by ShroudedSiege, Oct 23, 2008.

  1. ShroudedSiege

    ShroudedSiege L1: Registered

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    I'm making animated props and getting them into Hammer but that's as far as it goes. In Hammer it animates just fine as it should but in TF2 it's a different matter it just wn't budge at all. Is this a known issue on TF2 custom animated props or is there something wrong with my .QC file am i missing something from it?

    $modelname "health_boost/health_boost.mdl"

    $cdmaterials "models/health_boost"

    $scale 0.3
    $surfaceprop "Metal"

    $body studio "health_boost"



    $sequence "idle" "health_boost_idle" fps 30
    $collisionmodel "health_boost_phys.smd"
    {
    $mass 100
    $concave
    }




    Any help would be greatly appreciated :rolleyes:
     
  2. Apom

    Apom L6: Sharp Member

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    You need to define your animated sequences in separate .smd files and point at them in the .qc file (just like you're pointing to idle).
     
  3. ShroudedSiege

    ShroudedSiege L1: Registered

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    I do? It's just a spinning heart with a spining torus spinning around it =-/

    I tried that and it's still not moving even when i select its' animation in model viewer:

    $modelname "health_boost/health_boost.mdl"

    $cdmaterials "models/health_boost"

    $scale 0.3
    $surfaceprop "Metal"

    $body studio "health_boost"



    $sequence "idle" "health_boost_idle" fps 30
    $sequence "rotation" "health_boost_rotation" fps 30 activity act_rotation 1
    $collisionmodel "health_boost_phys.smd"
    {
    $mass 100
    $concave
    }


    Could somebody maybe correct that for me as i don't see where i am going wrong maybe i'm typing in some wrong words =-/
     
    Last edited: Oct 23, 2008
  4. Apom

    Apom L6: Sharp Member

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    I guess you could have it in the idle sequence if you want to, I mean that's likely to be bad practice but I'm no animation expert and there's no reason why it should fail.

    Did you set it as a prop_dynamic ? It won't work if it's a prop_static.
     
  5. ShroudedSiege

    ShroudedSiege L1: Registered

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    Yeh it's always been prop_dynamic i know to do that... It's startin to bug me lol.
     
  6. Apom

    Apom L6: Sharp Member

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    Did you do it with XSI Mod Tool? Because its "export animation" module is broken (at least it didn't work for me, I had to manually write the frames in the .smd file).
     
  7. ShroudedSiege

    ShroudedSiege L1: Registered

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    Ummm i used XSI 7 Advanced and exported it using the ValveSource plugin is that the same thing?
     
  8. Apom

    Apom L6: Sharp Member

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    It's not the same thing (pro vs free, and net version too), but it could be subject to the same issue. Easy to check, open your .smd file (the one that's supposed to have the animation) in a text editor, if there's only one frame then you know what the problem is.
     
  9. ShroudedSiege

    ShroudedSiege L1: Registered

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    I did that just after i posted my previous response and everything seems in order so that isn't the problem.

    I know what you mean about Mod Tool being bad for animation though, i couldn't create an animation cycle in it.

    Ok so in Hammer it's working but in TF2 it seems to be only detecting the idle sequence.. Hmmmm.. In model viewer the rotation sequence, when selected, only moves if i manually move the bar at the bottom.
     
    Last edited: Oct 23, 2008
  10. Apom

    Apom L6: Sharp Member

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    Did you try to ent_fire it to see what the console tells you?
     
  11. ShroudedSiege

    ShroudedSiege L1: Registered

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    In game? No what do i need to do?
     
  12. Apom

    Apom L6: Sharp Member

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    Assuming your prop is named boost_prop, go to the console, type sv_cheats 1, and then "ent_fire boost_prop SetAnimation rotation" (no quotes, and there may be an underscore in SetAnimation, the autocompletion system will tell you).
     
  13. ShroudedSiege

    ShroudedSiege L1: Registered

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    Hmm when i type that command in nothing happens =-/