.. is not working.
I have modelled, textured and rigged a character, and it's ready to go. As you all know, the oirigin bone must be moved to make a walking animation to work. So, i created the walking animation, and moved the "Bip01" bone forward. Yay.
Then i opened it in Spirit of Half-Life, but the creature didn't move. It just played the animation, but teleported back to it's starting spot when animation was done.
I know, i explain everything ?n hardest way, but i hope you understand me.
Facts:
- Every vertex is weighted, so every vertex moves as they should.
- The creature is rigged with original Zombie's bones. I just needed to delete few bones here and there. Basically it's feet and fingers, which should not cause any harm.
-I've been searching around forums for days now.
Heres QC im using:
/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.
zombie.mdl
Original internal name:
"valve/models/zombie.mdl"
*/
$modelname "roamer.mdl"
$cd "."
$cdtexture "."
$scale 1.0
$cliptotextures
$externaltextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 55.000000
//reference mesh(es)
$body "studio" "roamer_reference"
$sequencegroupsize 64
// 44 animation sequence(s)
$sequence "walk" "walk" LX fps 22 loop ACT_WALK 1 {
{ event 1004 2 "common/npc_step1.wav" }
{ event 1004 9 "common/npc_step3.wav" }
}
// End of QC script.
If someone wants to help me, add me to msn:
hauskahaaska@hotmail.com, or PM me.
Thanks