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

Discussion in 'Mapping Questions & Discussion' started by ggggass, Aug 22, 2016.

  1. ggggass

    ggggass L1: Registered

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    How to import custom animation file to prop_dynamic? (engineer.mdl)
     
    Last edited: Aug 22, 2016
  2. Pocket

    aa Pocket func_croc

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    You can't do that; the prop has the animations that it has. Animations aren't stored in a separate place in Source.
     
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  3. henke37

    aa henke37

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    Except when they are. Remember the various taunts?
     
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  4. ggggass

    ggggass L1: Registered

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    Last edited: Aug 23, 2016
  5. Pocket

    aa Pocket func_croc

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    You can do animation in SFM because it's an animation program. Taunts are only available in the game once Valve puts them in.
     
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  6. ggggass

    ggggass L1: Registered

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    thanks!
     
  7. Diva Dan

    aa Diva Dan hello!

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    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.
     
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  8. ggggass

    ggggass L1: Registered

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    thanks bro!
     
  9. Powerlord

    Powerlord L3: Member

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    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.
     
  10. henke37

    aa henke37

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    A problem is that the scenes are baked into a single large file, isn't it?