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ANIMATION DIFFERS IN GAME WHY!!! SOMEONE HELP
ok so i made a custom draw out weapon animation and it works fine in blender but in game it plays it completely different not even close to my animation take a look here's my custom draw animation that i exported and put in the qc https://gyazo.com/0a0f492dadc055e2ecc4466729040f59 then in game it plays this http://puu.sh/wz63f/e6ca9b5f91.mp4 as you can see it's not even close to my custom 1 where is this animation comming from when i compile in the qc there was no errors meaning its using my animation but in game it's not the sword is already in the air which isn't realistic where as mine he pulls it out from his left holster whatever why is this happening i'm sick of these weird random unexplained issues if this helps you guys this animation uses Invserse kinematics which shouldn't be a problem since i used inverse kinematics before and it worked maybe 1st person is different someone please explain thanks


Edit: idle and swing work fine and both of those are custom why is it only draw that acts so weird
Last edited by {GPG} Waka Flocka Flame; 1 Jul, 2017 @ 11:34am
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Zappy 1 Jul, 2017 @ 12:34pm 
How long is your custom draw animation, how long is the default draw animation, does the draw sequence contain the "Snap" argument in the QC, does it contain the "FadeIn" argument, and what does it look like when you view the sequence in Half-Life Model Viewer?
Last edited by Zappy; 1 Jul, 2017 @ 12:35pm
30 frames default draw animation my custom 1 is also 30 frames
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
Zappy 1 Jul, 2017 @ 1:03pm 
To view first-person animations in the model viewer, open up the first-person arms model (weapons/c_models/c_[class]_arms.mdl), attach a weapon model if you want (I think there's an option to do that in the "File" menu of Half-Life Model Viewer), then choose the sequences you want in the "Sequences" tab or so.

Anyway, here, try replacing what you copied with this:
$Sequence "bs_draw" { "anims/draw_fixed.smd" Activity "ACT_MELEE_VM_DRAW" 1 { Event 5004 1 "Weapon_Machete.Draw" } Snap Node "raised" FPS 30 }
OMG ITS FIXED HOW DID U DO THAT DUDE THANKS I LOVE YOU THAT CODE DID THE TRICK thats amazing umm few more questions if i may if u looked at the video u may notice the view is different from the blender screenshot the camera settings in blender are set up with field of view 60 which is my tf2 settings but it doesn't look the same what other setting am i missing to match the tf2 view and blender camera view to be the same
Zappy 1 Jul, 2017 @ 1:31pm 
Originally posted by {GPG} Waka Flocka Flame:
does the fps and snap need to be lowercase? - ima test in a lil bit but let me know if it needs to be caps or lowercase
Nope. They also don't need to be upper-case. I just find it much more pleasant when each word in the commands or each letter of an acronym is upper-case.

Originally posted by {GPG} Waka Flocka Flame:
- also what is fadein fadeout 0.2 that was there by default but what does it do? -
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.

Originally posted by {GPG} Waka Flocka Flame:
- as well as node "raised" -
I'm not quite sure about that one... but just leave it in.

Originally posted by {GPG} Waka Flocka Flame:
- is there a wiki on all of this if so please link me that i'd appreciate that thanks ima test in a lil bit -
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
thanks most of my questions have been answered but what about the proper camera view for tf2 settings do know that?
Zappy 1 Jul, 2017 @ 1:41pm 
Originally posted by {GPG} Waka Flocka Flame:
thanks most of my questions have been answered but what about the proper camera view for tf2 settings do know that?
Nope. All I know is Team Fortress 2 might be basing the "60" degrees of field of view from when playing in 4:3, which makes you see more than 60 degrees in 16:9 (widescreen, wider than 4:3), where-as it might really be 60 degrees in Blender.
Last edited by Zappy; 1 Jul, 2017 @ 1:42pm
http://puu.sh/wua6m/ddee3b44ee.jpg trying to get the right side to be the same as left i can guess the left until it matches right but if there's a way to get it to be the same that would be good last question here's my finished 3rd person swing

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?
Zappy 1 Jul, 2017 @ 2:02pm 
Originally posted by {GPG} Waka Flocka Flame:
-Stuff about first-person-
...Well, one thing I can suggest is to move the camera to have X, Y, and Z co-ordinates of 0, 0 and 0. (Currently, the Z co-ordinate of the camera is above 0, while I'm not sure about the Y co-ordinate.) And also X, Y, and Z rotations of 0, 0, and 0 as well.

Originally posted by {GPG} Waka Flocka Flame:
-Stuff about third-person-
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.
Last edited by Zappy; 1 Jul, 2017 @ 2:02pm
ok thanks for helping me fix that other issue though
i just noticed a small issue with the end of draw it freezes for like 1.5 seconds and then plays the idle in blender it doesn't do this watch this 5 second video to see exactly what's going on http://puu.sh/wzQFG/2f3f180402.mp4
Zappy 2 Jul, 2017 @ 10:27am 
That's more like 0.5 seconds, though, and that's caused by the server not yet telling the client to start the idle animation. This also happens without any mods installed.
ya this occured with bots training mode so this won't happen in my actual server?
does it have anything to do with fadein fadeout for idle or draw?
Zappy 2 Jul, 2017 @ 10:53am 
Originally posted by {GPG} Waka Flocka Flame:
ya this occured with bots training mode so this won't happen in my actual server?
Originally posted by Zappy:
- that's caused by the server not yet telling the client to start the idle animation. -


Originally posted by {GPG} Waka Flocka Flame:
does it have anything to do with fadein fadeout for idle or draw?
No. See above.
Last edited by Zappy; 2 Jul, 2017 @ 10:54am
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All Discussions > Help > Topic Details
Date Posted: 1 Jul, 2017 @ 11:26am
Posts: 29