这些实验我以前就做过了
attachment不是决定拿枪的,它是定位spr的,我改了attachment你看火花到哪里去了.
关于骨骼的名称,不知道你的实验怎么做的,改了骨骼的名称应该就不能编译了.除非你把所有的smd,qc中定位hbox,attachment名称都改掉,改成一样,这样可以通过编译的,我试过.记录动作的smd不是根据骨骼名称来记录的,而是根据骨骼权重来记录的.
关于你说的把所有动作都改成so_am_I,也能用.这个你说的没错,确实不验证动作内容.
再引出一个问题:"为什么1.5的模型放到1.6中死后不倒下."
打开QC,先看1.5的最后动作的部分:
$sequence "ref_reload_ak47" "ref_reload_ak47" fps 30
$sequence "gut_flinch" {
"gut_flinch_blend1"
"gut_flinch_blend2"
"gut_flinch_blend3"
"gut_flinch_blend4"
"gut_flinch_blend5"
"gut_flinch_blend6"
"gut_flinch_blend7"
"gut_flinch_blend8"
"gut_flinch_blend9"
blend XR -90 90 fps 30
}
$sequence "head_flinch" {
"head_flinch_blend1"
"head_flinch_blend2"
"head_flinch_blend3"
"head_flinch_blend4"
"head_flinch_blend5"
"head_flinch_blend6"
"head_flinch_blend7"
"head_flinch_blend8"
"head_flinch_blend9"
blend XR -90 90 fps 30
}
$sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 { event 2001 1 }
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 { event 2001 1 }
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 { event 2001 1 }
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 1 }
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 1 }
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 { event 2001 1 }
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 { event 2001 1 }
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 { event 2001 1 }
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 { event 2001 1 }
$sequence "crouch_die" "crouch_die" fps 30 { event 2001 1 }
然后再看1.6的QC这个位置.
$sequence "ref_aim_shielded" {
"ref_aim_shielded_blend1"
"ref_aim_shielded_blend2"
"ref_aim_shielded_blend3"
"ref_aim_shielded_blend4"
"ref_aim_shielded_blend5"
"ref_aim_shielded_blend6"
"ref_aim_shielded_blend7"
"ref_aim_shielded_blend8"
"ref_aim_shielded_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "gut_flinch" {
"gut_flinch_blend1"
"gut_flinch_blend2"
"gut_flinch_blend3"
"gut_flinch_blend4"
"gut_flinch_blend5"
"gut_flinch_blend6"
"gut_flinch_blend7"
"gut_flinch_blend8"
"gut_flinch_blend9"
blend XR -90 90 fps 30
}
$sequence "head_flinch" {
"head_flinch_blend1"
"head_flinch_blend2"
"head_flinch_blend3"
"head_flinch_blend4"
"head_flinch_blend5"
"head_flinch_blend6"
"head_flinch_blend7"
"head_flinch_blend8"
"head_flinch_blend9"
blend XR -90 90 fps 30
}
$sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 { event 2001 1 }
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 { event 2001 1 }
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 { event 2001 1 }
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 1 }
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 1 }
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 { event 2001 1 }
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 { event 2001 1 }
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 { event 2001 1 }
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 { event 2001 1 }
$sequence "crouch_die" "crouch_die" fps 30 { event 2001 1 }
其实很清楚了,1.6比15多盾牌的动作,最后几个动作都一样,分别是gut_flinch,head_flinch(被打中身体和头部的动作),以及死亡动作,但是上面的动作有区别了,1.5的qc中是ref_reload_ak47也就是ak换子弹,而1.6中则是一系列的盾牌动作,有兴趣也可以再往上看看,发现1.6的盾牌动作就插在这里,其他都一样的.所以就推测是动作顺序问题引起死后不能倒下,细心的朋友一定发现其他用1.5的模型放到1.6里死了以后是dummy这个动作,原因是这个动作在qc中顺序是排第一的.
// 111 animation sequence(s)
$sequence "dummy" "dummy" fps 24 loop $sequence "idle1" "idle1" fps 15 loop ACT_IDLE 1
$sequence "crouch_idle" "crouch_idle" fps 10 loop ACT_CROUCHIDLE 1
......
再细心的朋友不仅会发现死后不能倒下,被枪打到身体或者头后也是dummy这个动作,原因也是这样,因为gut_flinch,head_flinch这些动作也是在盾牌动作后面的,在盾牌动作前面的动作都没问题的.
hbox我和你的推断也一样.
你能把第2和第5个试验说的具体些吗,把过程说一下,我想知道你是怎么改的.
最后建议别研究这个了,会让人钻牛角尖的,再说即使研究出来意义不大,你有那么多时间不如做几个好看的模型.
给你+40
[ 本帖最后由 7878990 于 2008-5-31 23:05 编辑 ]
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