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- |Module=Animation ...326 bytes (51 words) - 09:29, 31 July 2009
- # <exit pos> the exit animation end position ...345 bytes (49 words) - 02:24, 31 July 2009
- ==Animation Scripts== ...3 KB (450 words) - 15:06, 10 November 2008
- # <start pos> the offset to start the arrival animation from ...371 bytes (54 words) - 03:14, 31 July 2009
- # <start pos> the offset to start the arrival animation from ...377 bytes (53 words) - 03:15, 31 July 2009
- # <look anim yaw max> The maximim yaw for the animation ...534 bytes (83 words) - 03:08, 31 July 2009
- ...y=Begins the lock-on sequence for the target on the hud. This affects the animation of the vehicle reticle. ...481 bytes (71 words) - 02:25, 1 August 2009
- |Module=Animation ...370 bytes (61 words) - 09:30, 31 July 2009
- ANIMATION *'''ANIMATION''' data type definition (magic word) ...3 KB (447 words) - 20:43, 28 August 2011
- ==Animation== ...2 KB (253 words) - 19:51, 9 February 2012
- ...open that you want to create the gunsleeves for. A '''gunsleeve''' is the 'animation model' that is used for each specific gun's animations. ===Create new viewmodel animation rig=== ...15 KB (2,670 words) - 15:31, 4 May 2009
- [[Call of Duty 5: Scripting Reference - Animation|Animation]] | ...2 KB (311 words) - 04:16, 31 July 2009
- [[Call of Duty 4: Scripting Reference - Animation|Animation]] | ...2 KB (319 words) - 02:59, 16 August 2014
- * [[Call of Duty 4: Introduction to animation|Introduction to animation]] ...2 KB (234 words) - 12:14, 10 August 2012
- * Import first anim using SETools > Animation > Import SeAnim File ...last step if more anim but use SeTools > Clear scene in between importing animation ...2 KB (302 words) - 01:11, 8 April 2020
- Procedural traverses are sort off “Dynamic”, it does not use an set animation like the other traverses. To enable this on the AI you have to setup a few ...1 KB (191 words) - 03:19, 16 June 2018
- ...= 512; // Don't go to ragdoll if got damage while playing death animation | Length of the death animation ...4 KB (512 words) - 04:13, 16 October 2016
- ...ick 'scripted_node'. A white box will appear in the map. This is where the animation will play from. Place it in the room, a few units off the ground. Click 'E' *Now its time to get an actor to perform this animation.Right click the 2D grid, click 'actor', go to 'ally',( If the actor is an e ...6 KB (999 words) - 15:29, 23 February 2012
- *Armature animation (poses) to xmodel sequences ("Pose animation") *Supports armature animation export ...5 KB (740 words) - 16:51, 7 October 2012