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- ...up in front of your screen speaking chances are they have a unique facial animation for the voice over. Otherwise, there is a dynamic facial lip syncing system We will go over how to implement facial animations and what you can do with animation system in regards to dialog. ...5 KB (805 words) - 15:29, 10 November 2008
- [[Image:Nutshell.png]] The Animation system in Call of Duty is entirely scripted in GSCs, from body animations t ...dy]], [[Facial_Animation|Facial]] or [[Animation_Interactive|Interactive]] animation pages. ...4 KB (651 words) - 15:24, 10 November 2008
- We will go over how to implement body animations and what you can do with animation system in regards to body animations and mixing it in with dialog. ...on (AI and GSC script), visit the [[Call of Duty 5: Animation Overview|'''Animation Overview''']] page. ...5 KB (755 words) - 17:12, 29 July 2009
- ==Module: Animation== *[[Call of Duty 4: Scripting Reference - Animation::AnimHasNotetrack|AnimHasNotetrack]] ...4 KB (400 words) - 03:29, 31 July 2009
- |Module=Animation |Summary=Set the animation tree of an entity ...274 bytes (42 words) - 09:12, 31 July 2009
- |Module=Animation ...195 bytes (26 words) - 09:13, 31 July 2009
- |Module=Animation ...230 bytes (31 words) - 09:14, 31 July 2009
- |Name=SetFlaggedAnimRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...670 bytes (95 words) - 09:18, 31 July 2009
- |Name=SetFlaggedAnimLimited( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...670 bytes (95 words) - 09:19, 31 July 2009
- |Name=SetFlaggedAnimLimitedRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...684 bytes (95 words) - 09:20, 31 July 2009
- |Name=SetFlaggedAnimKnobRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...678 bytes (95 words) - 09:20, 31 July 2009
- |Name=SetFlaggedAnimKnobLimitedRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...692 bytes (95 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnobLimited( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...678 bytes (95 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnobAllRestart( <notifyname>, <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...750 bytes (107 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnobAll( <notifyname>, <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...736 bytes (107 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnob( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...664 bytes (95 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnim( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...656 bytes (95 words) - 09:22, 31 July 2009
- |Module=Animation |Summary=set the time of an animation ...300 bytes (44 words) - 09:22, 31 July 2009
- |Name=SetAnimRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...315 bytes (42 words) - 09:22, 31 July 2009
- |Name=SetAnimLimitedRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...580 bytes (82 words) - 09:22, 31 July 2009
- |Name=SetAnimLimited( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...566 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...574 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobLimitedRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...588 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobLimited( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...574 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobAllRestart( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...646 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnobAllLimitedRestart( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...660 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnobAllLimited( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...646 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnobAll( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...632 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnob( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...560 bytes (82 words) - 09:25, 31 July 2009
- |Name=SetAnim( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...3 KB (459 words) - 09:28, 31 July 2009
- |Module=Animation ...326 bytes (51 words) - 09:29, 31 July 2009
- |Module=Animation ...326 bytes (51 words) - 09:29, 31 July 2009
- |Name=GetStartOrigin( <origin>, <angles>, <animation> ) |Module=Animation ...552 bytes (79 words) - 09:29, 31 July 2009
- |Name=GetStartAngles( <origin>, <angles>, <animation> ) |Module=Animation ...552 bytes (79 words) - 09:30, 31 July 2009
- |Module=Animation ...370 bytes (61 words) - 09:30, 31 July 2009
- |Module=Animation ...204 bytes (30 words) - 09:31, 31 July 2009
- |Name=GetNotetrackTimes(<animation>, <note track>) |Module=Animation ...461 bytes (66 words) - 09:31, 31 July 2009
- |Module=Animation |Summary=Returns the movement vector difference in the given animation ...453 bytes (74 words) - 09:32, 31 July 2009
- |Name=GetCycleOriginOffset( <angles>, <animation> ) |Module=Animation ...358 bytes (54 words) - 09:32, 31 July 2009
- |Name=GetAnimTime( <animation> ) |Module=Animation ...320 bytes (45 words) - 09:33, 31 July 2009
- |Name=GetAnimLength( <animation> ) |Module=Animation ...326 bytes (42 words) - 09:34, 31 July 2009
- |Name=GetAnimAssetType( <animation> ) |Module=Animation ...338 bytes (48 words) - 09:35, 31 July 2009
- |Module=Animation |Summary=Returns the rotation difference in the given animation ...447 bytes (73 words) - 09:35, 31 July 2009
- |Module=Animation ...190 bytes (28 words) - 09:35, 31 July 2009
- |Name=ClearAnim( <animation>, <time> ) |Module=Animation ...467 bytes (75 words) - 09:35, 31 July 2009
- |Name=AnimScripted( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- |Name=AnimRelative( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- |Name=AnimHasNotetrack( <animation>, <note track> ) |Module=Animation ...410 bytes (57 words) - 09:36, 31 July 2009
- 1 KB (212 words) - 16:37, 29 August 2011
Page text matches
- |Name=GetAnimTime( <animation> ) |Module=Animation ...320 bytes (45 words) - 09:33, 31 July 2009
- |Name=GetAnimLength( <animation> ) |Module=Animation ...326 bytes (42 words) - 09:34, 31 July 2009
- ...;look straight animation> , <look left animation>, <look right animation> ) |Summary=Set the animation nodes for this actor for looking at things to the left and right. ...581 bytes (85 words) - 03:06, 31 July 2009
- |Name=GetCycleOriginOffset( <angles>, <animation> ) |Module=Animation ...358 bytes (54 words) - 09:32, 31 July 2009
- |Name=ClearAnim( <animation>, <time> ) |Module=Animation ...467 bytes (75 words) - 09:35, 31 July 2009
- |Name=GetAnimAssetType( <animation> ) |Module=Animation ...338 bytes (48 words) - 09:35, 31 July 2009
- |Name=SetAnimRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...315 bytes (42 words) - 09:22, 31 July 2009
- |Name=SetAnimKnobAllRestart( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...646 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnobAllLimitedRestart( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...660 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnobAllLimited( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...646 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetAnimKnobAll( <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...632 bytes (94 words) - 09:24, 31 July 2009
- |Name=SetFlaggedAnimKnobAllRestart( <notifyname>, <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...750 bytes (107 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnobAll( <notifyname>, <animation>, <root>, <weight>, <time>, <rate> ) |Module=Animation ...736 bytes (107 words) - 09:21, 31 July 2009
- |Name=GetNotetrackTimes(<animation>, <note track>) |Module=Animation ...461 bytes (66 words) - 09:31, 31 July 2009
- |Name=SetAnimLimitedRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...580 bytes (82 words) - 09:22, 31 July 2009
- |Name=SetAnimLimited( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...566 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...574 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobLimitedRestart( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...588 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnobLimited( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...574 bytes (82 words) - 09:23, 31 July 2009
- |Name=SetAnimKnob( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...560 bytes (82 words) - 09:25, 31 July 2009
- |Name=GetStartOrigin( <origin>, <angles>, <animation> ) |Module=Animation ...552 bytes (79 words) - 09:29, 31 July 2009
- |Name=GetStartAngles( <origin>, <angles>, <animation> ) |Module=Animation ...552 bytes (79 words) - 09:30, 31 July 2009
- |Name=SetFlaggedAnimRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...670 bytes (95 words) - 09:18, 31 July 2009
- |Name=SetFlaggedAnimLimited( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...670 bytes (95 words) - 09:19, 31 July 2009
- |Name=SetFlaggedAnimLimitedRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...684 bytes (95 words) - 09:20, 31 July 2009
- |Name=SetFlaggedAnimKnobRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...678 bytes (95 words) - 09:20, 31 July 2009
- |Name=SetFlaggedAnimKnobLimitedRestart( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...692 bytes (95 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnobLimited( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...678 bytes (95 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnimKnob( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...664 bytes (95 words) - 09:21, 31 July 2009
- |Name=SetFlaggedAnim( <notifyname>, <animation>, <weight>, <time>, <rate> ) |Module=Animation ...656 bytes (95 words) - 09:22, 31 July 2009
- |Name=AnimHasNotetrack( <animation>, <note track> ) |Module=Animation ...410 bytes (57 words) - 09:36, 31 July 2009
- |Name=SetAnim( <animation>, <weight>, <time>, <rate> ) |Module=Animation ...3 KB (459 words) - 09:28, 31 July 2009
- |Name=UpdateProne( <animation A> , <animation B>, <goal weight>, <goal time>, <rate> ) # <animation A> The first animation to lerp between. ...659 bytes (102 words) - 03:20, 31 July 2009
- |Module=Animation |Summary=Returns the movement vector difference in the given animation ...453 bytes (74 words) - 09:32, 31 July 2009
- |Name=SetTurretAnim( <turret animation> ) |Summary=Set the turret animation for this actor. ...344 bytes (47 words) - 03:11, 31 July 2009
- |Module=Animation |Summary=Returns the rotation difference in the given animation ...447 bytes (73 words) - 09:35, 31 July 2009
- ...low prone animation> , <straight prone animation>, <high prone animation> ) |Summary=Set the prone animation nodes, as well as highest and lowest possible aim angles for this character ...846 bytes (125 words) - 03:10, 31 July 2009
- ==Module: Animation== *[[Call of Duty 4: Scripting Reference - Animation::AnimHasNotetrack|AnimHasNotetrack]] ...4 KB (400 words) - 03:29, 31 July 2009
- |Summary=Set the way that animation deltas are interpreted by the game engine gravity: The animation's angle and position deltas will be used, and gravity will pull the entity ...949 bytes (141 words) - 01:57, 31 July 2009
- |Module=Animation |Summary=set the time of an animation ...300 bytes (44 words) - 09:22, 31 July 2009
- |Name=AnimScripted( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- |Name=AnimRelative( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- # <aim low> The animation to play for the actor aiming low # <aim level> The animation to play for the actor aiming straight ...854 bytes (142 words) - 03:01, 31 July 2009
- |Summary=Forces the viewmodel to play the nightvision pulldown animation for the specified weapon. # <weaponName>: Name of the weapon to play an animation from. ...497 bytes (69 words) - 09:57, 31 July 2009
- |Name=StartScriptedAnim( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) # <animation> The animation ...641 bytes (93 words) - 03:15, 31 July 2009
- [[Image:Nutshell.png]] The Animation system in Call of Duty is entirely scripted in GSCs, from body animations t ...dy]], [[Facial_Animation|Facial]] or [[Animation_Interactive|Interactive]] animation pages. ...4 KB (651 words) - 15:24, 10 November 2008
- # <death animation duration> the duration of the death animation ...336 bytes (44 words) - 09:59, 31 July 2009
- We will go over how to implement body animations and what you can do with animation system in regards to body animations and mixing it in with dialog. ...on (AI and GSC script), visit the [[Call of Duty 5: Animation Overview|'''Animation Overview''']] page. ...5 KB (755 words) - 17:12, 29 July 2009
- ...up in front of your screen speaking chances are they have a unique facial animation for the voice over. Otherwise, there is a dynamic facial lip syncing system We will go over how to implement facial animations and what you can do with animation system in regards to dialog. ...5 KB (805 words) - 15:29, 10 November 2008
- |Module=Animation |Summary=Set the animation tree of an entity ...274 bytes (42 words) - 09:12, 31 July 2009
- dvar set com_errorMessage animation 'p_zombie_perkacola_drink' not defined in anim tree 'multiplayer' ERROR: animation 'p_zombie_perkacola_drink' not defined in anim tree 'multiplayer' ...1 KB (162 words) - 18:14, 14 April 2009
- |Module=Animation ...195 bytes (26 words) - 09:13, 31 July 2009
- |Module=Animation ...190 bytes (28 words) - 09:35, 31 July 2009
- |Module=Animation ...204 bytes (30 words) - 09:31, 31 July 2009
- ==Animation== ...807 bytes (118 words) - 14:10, 17 July 2011
- |Module=Animation ...230 bytes (31 words) - 09:14, 31 July 2009
- ...body animations are inside '''generic_human.atr'''. If you see a specific animation in a level when playing the game, you can do a search for the level name an Another good location to find an animation that you may recall from a level is in the level's _anim script file. ...2 KB (403 words) - 02:27, 3 August 2009
- ...mx.com/ TomBMX] is a tool that allows to export any Cod4 Cod5 or Black Ops animation}} This tool allows you to export any Cod4 Cod5 or Black Ops animation. ...1 KB (197 words) - 12:24, 10 August 2012
- ...vior tree, an animation state machine, an animation selector table, and an animation map. ...ct out the desired behavior. At the end of any behavior tree evaluation an animation state much be selected, otherwise the behavior tree is in an invalid state. ...6 KB (964 words) - 17:37, 19 January 2017
- |Module=Animation ...326 bytes (51 words) - 09:29, 31 July 2009
- |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 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
- ...dled. The parachute plays an animation while in the sky, and plays another animation when the dog reaches the ground. The '''DogSplat( anchor, harness )''' func ...6 KB (956 words) - 11:36, 22 November 2008
- *To start off, our main character that we do all animation exports from is the Josh_DefMesh_Rig.<br>The reason we must use Josh_DefMes ...o the character to animated with.<br>You may also decide to just build the animation controls onto the Josh_DefMesh.mb file, but you still MUST create a new ref ...17 KB (3,141 words) - 16:12, 7 August 2011
- You need to change this to ''Animation''. == Animation == ...14 KB (2,517 words) - 15:43, 15 October 2012
- In here you will find the Maya 8 model and animation export Plugins. See the [[Call of Duty 4: Maya|Maya documentation]] for inf ...3 KB (557 words) - 20:48, 4 November 2008
- | Length of the death animation ...3 KB (368 words) - 08:21, 24 September 2009
- ;<font color="red">'''Enabling UV Texture Animation'''</font> ...2 KB (395 words) - 08:14, 12 March 2012
- *The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon. ...2 KB (413 words) - 16:06, 27 March 2011
- // Sway animation for Trees // Sway animation for Foliage ...9 KB (1,195 words) - 13:15, 14 September 2010
- ...couple seconds, which can be perilous if you miss your target but the stab animation happens anyway. ...5 KB (807 words) - 17:10, 8 November 2008
- • To define locations where an AI will play an animation or other scripted event (scripted nodes) ...6 KB (1,011 words) - 15:19, 10 November 2008
- ...based on how suppressed an enemy is. If the enemy is dying, playing a pain animation or fully suppressed (and not in motion) this value is set statically to -30 ...6 KB (1,032 words) - 16:34, 29 July 2009
- Note 1: Models from older COD are very hard to get working as the animation require BO3 rigged bodies ...4 KB (579 words) - 05:34, 18 October 2016
- In here you will find the Maya 6 model and animation export Plugins. See the Maya documentation for information on how to setup ...4 KB (633 words) - 16:11, 7 August 2011
- ...at Cod Engine does not thread animations on turrets, so there is no recoil animation. I would have to script every part of the xmodel to do this. I think it doe ...5 KB (727 words) - 21:41, 20 March 2011
- ...e of what is possible with rotating objects. Movement in a map can provide animation and “life” to a map. ...5 KB (794 words) - 22:48, 22 February 2012
- In here you will find the Maya 8 model and animation export Plugins. See the [[Call of Duty 4: Maya|Maya documentation]] for inf ...5 KB (813 words) - 12:55, 30 January 2020
- *Now that is done we need to add the animation for when the zombie reaches the window and then he climbs through! This is ...it) this allows us to correctly line up our window for a perfect wall_hop animation. ...17 KB (2,742 words) - 15:02, 27 December 2023
- ...ugh the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you wil ...u can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo.}} ...19 KB (3,196 words) - 02:01, 23 August 2013
- * [[Call of Duty 2: Viewsleeves Tutorial|Viewsleeves Animation/Export (COD2)]] ...7 KB (1,047 words) - 14:57, 27 December 2023
- ...ugh the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you wil ...u can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo. ...21 KB (3,355 words) - 19:36, 31 December 2008
- *Problems by throwing the head and helmet (if fitted) as 1 fps before animation, and although the player does not see it, there's a dead body lying on the ...6 KB (895 words) - 22:08, 9 February 2011
- * [[Call of Duty 2: Viewsleeves Tutorial|Viewsleeves Animation/Export (COD2)]] ...8 KB (1,121 words) - 14:58, 27 December 2023