would it be possible to do this for the player or pawns in rf. i am not sure how i would go about it but it would surely save time in my animation work.As revealed in the 2.1 SDK for Half-Life, in a deathmatch situation the engine maps two seperate animations onto any running or walking player model: the "action" animation (firing, holding a gun), mapped to the upper body, and the "gait" animation (walking, running, idle), mapped to the lower body. It does this by running through the hierarchy of the model, first assigning the current frame of the action animation to the entire skeleton, and then overwriting the lower body (in memory, at the current engine tick) with the lower body gait animation.
also, in one of the earlier versions of the ragdoll physics demo there was a command that allowed you to rotate and adjust the orientation of any specific bone on a model through scripting. what would i have to do to get this to work with the current rf release that i am using.
thanks,
fps
