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Animated prop trouble in source

  • ReNo
  • March 31, 2005 at 1:12 AM
  • ReNo
    • March 31, 2005 at 1:12 AM
    • #1

    I've got a ceiling fan model made, skinned, and animated, and managed to get it all loaded into source fine and well. The problem is that the animation jerks between the first and last frame, thereby isn't looping properly. Previewing the model in HLMV and Hammer shows the animation to be smooth and without problem, but in game its a different matter I'm using a prop_dynamic entity to place the model and setting its "default animation" property to the spinning animation, which as far as I can tell is the only way to put in an animated prop.

    Has anybody else tried using animated props, and had success or problems? I'm sure it must be possible to use looped animations properly, as I'm sure I recall props from other maps doing it ok (there are fans in de_prodigy that are props isn't there?). Any help is much appreciated.

  • ReNo
    • March 31, 2005 at 1:48 AM
    • #2

    Okay I found the answer myself it seems. In the QC file you need to add the option "loop" at the end of the $sequence definition to define that the animation sequence loops. The source FAQ only lists "new" $sequence commands for some reason and therefore makes no mention of this option, but I found it by looking at the ariboat's example QC file and looking up its propeller sequence.

  • von*ferret
    • March 31, 2005 at 5:03 PM
    • #3

    damn reno you're flying ahead of me. time for me to work twice as hard to keep up with the knoledge.

  • ReNo
    • March 31, 2005 at 8:30 PM
    • #4

    Haha, I need to get ahead where I can mate, you've certainly got the upper hand on the modelling

  • Izuno
    • March 31, 2005 at 10:36 PM
    • #5

    ReNo,

    Excellent work! I suggest you make a small tutorial about it and we pimp it.

  • ReNo
    • April 1, 2005 at 12:09 AM
    • #6

    I probably will make a tutorial or tutorial set about getting custom content into source, and dealing with some of the less obvious issues such as having multiple animations, multiple skins, etc... The official FAQ page holds almost too much info, at least for people only looking to make props and the like, which can make it kinda daunting I guess.

  • ginsengavenger
    • April 1, 2005 at 12:57 AM
    • #7

    Yeah definitely gogogo on the tut. I haven't done any legwork yet and having a good pipeline walkthrough would probably get me off my ass making source props.

  • von*ferret
    • April 3, 2005 at 8:05 AM
    • #8

    worked with unreal for a week now and importing props is a billion times easier. Simply export into .ase format and unreal did the rest. Thats amazing. However i'll still do it for source for my INS map.

  • DaanO
    • April 3, 2005 at 1:03 PM
    • #9

    I love unrealed because scaling models and using more than 2 blend textures is awesome.

  • von*ferret
    • April 3, 2005 at 8:04 PM
    • #10

    oh and reno quiet! you're plenty good at modeling. i blow in my opinon. My models seem too dirty.

  • Tequila
    • April 4, 2005 at 3:14 AM
    • #11
    Quote from von*ferret

    oh and reno quiet! you're plenty good at modeling. i blow in my opinon. My models seem too dirty.

    Some of us love a bit of dirt!

  • ReNo
    • April 4, 2005 at 3:24 AM
    • #12

    At least your models are of interesting things Ferret, all I make is boring man made stuff that is easy to model

    I've started on a tutorial series but it will probably be a long while before they are ready for putting out. I'm starting off with a walkthrough of building a simple model in milkshape, then skinning it, animating it, and compiling it. You guys won't find much of interest in it I'm sure, but I figure there are loads of people out there afraid to take the plunge into prop modelling and a case study of the entire process might urge them to give it a shot

  • von*ferret
    • April 4, 2005 at 4:43 AM
    • #13

    well they ought too. Halflife2 has only been out for a short few months and EVERYONE is sick of the skies and props. lol

  • kleinluka
    • April 4, 2005 at 6:25 AM
    • #14

    why does it seem to me like the hardest part about making a model for source is getting into the editor/game? Pretty lame

  • von*ferret
    • April 4, 2005 at 7:29 AM
    • #15

    cause you have to do 50 billion things just to export. If there was some simple GUI export plugin for 3dsmax things would become a ton easier. I have 28 prop models for my UT level and getting them in is _seameless_

  • xRYqX7pY2Kko2YBOCL
    • April 4, 2005 at 11:41 AM
    • #16

    Not to mention the textures and .qc

    Its understandable theres alot you can do with the hl2models.

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