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here's the qc part for draw also i don't know how to play 1st person animations in the model viewer so i just test in game it would be good to know how to view it in model viewer though
$Sequence "bs_draw" {
"anims/draw_fixed.smd"
activity "ACT_MELEE_VM_DRAW" 1
{ event 5004 1 "Weapon_Machete.Draw" }
fadein 0.2
fadeout 0.2
node "raised"
fps 30
}
shall i post entire qc for you
Anyway, here, try replacing what you copied with this:
Those commands make it take 0.2 seconds to blend/fade in from the previous sequence or blend/fade out to the next sequence, which, as you can imagine, isn't really that nice for draw animations. (The blend/fade out is arguable, but as the idle animation should start with the pose at the end of the draw animation, there's no need for it to be there at all, and pretty much just messes with the idle animation for 0.2 seconds, so...)
On the other hand, "Snap" makes it so when switching to the sequence, it will instantly snap to the sequence, which is most likely what you're looking for in this case.
I'm not quite sure about that one... but just leave it in.
Yes, there is. It's called the Valve Developer Community, but don't be confused, it's entirely a wiki. The Valve Developer Community has lots of information on almost anything you want to know about modding the Source Engine. Here's the page on $Sequence: https://developer.valvesoftware.com/wiki/$sequence
https://gyazo.com/ee9bbd3a290051aff19c36fa2b071da2 as u can see there's some leg movement for realistic purposes but i think this will conflict when he walks and swings is there a seperate walk swing animation i couldn't find it this guy uses the medic bones how does the swing work exactly for walking it makes sense atm if he just stands still and swings but when he walks and does this how will it go exactly?
I don't know at all. I don't really do much sequence-/animation-modding. All I can suggest is to try seeing what happens for yourself.
No. See above.