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  • {{Note|There are three ways you can go about finding what animations are at your disposal.}} ...'' for object, '''v_''' for vehicle, '''p_''' for player, etc... Otherwise animations will typically have a straight forward prefix for what they are such as ''' ...
    2 KB (403 words) - 02:27, 3 August 2009
  • ...use one. It took me a lot of code reading to finally figure out how to use animations, but once you've figured it out, It can be a breeze. P.S: This is not the m ...ll allow you to play any generic human animation you want. To find all the animations in the game find, the xanim folder, located in raw. Go to the raw/maps fold ...
    6 KB (999 words) - 15:29, 23 February 2012

Page text matches

  • {{Note|There are three ways you can go about finding what animations are at your disposal.}} ...'' for object, '''v_''' for vehicle, '''p_''' for player, etc... Otherwise animations will typically have a straight forward prefix for what they are such as ''' ...
    2 KB (403 words) - 02:27, 3 August 2009
  • ...animations on AI, from body animations to facial animations to interactive animations. |This handles playing the various effects and animations on a vehicle. Most things you see in the vehicle menu in Radiant are handle ...
    2 KB (311 words) - 16:55, 18 April 2009
  • ...scripted in GSCs, from body animations to facial animations to interactive animations. Using animations requires simple script calls to functions in _anim.gsc ...
    4 KB (651 words) - 15:24, 10 November 2008
  • {{Note|Body animations in Call of Duty can be played by any AI.}} ...ions you can use visit the [[Call of Duty 5: List Of Animations|'''List of Animations''']] page. ...
    5 KB (755 words) - 17:12, 29 July 2009
  • |Summary=clone the player's model for death animations. ...
    336 bytes (44 words) - 09:59, 31 July 2009
  • * [[Call of Duty 4: SP - Using Animations|How to use animations]] ...
    807 bytes (118 words) - 14:10, 17 July 2011
  • ...m going unnoticed by players. Though that isn't to say there aren't facial animations, if an AI animation is right up in front of your screen speaking chances ar 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
  • # <goal weight> The blend amount between the two animations. ...
    659 bytes (102 words) - 03:20, 31 July 2009
  • As well as providing a quick way of moving animations from BO to (cod4 / cod5) and Vise Versa. With the included Maya 6.0 plugin this also means you can move the animations over to cod2. ...
    1 KB (197 words) - 12:24, 10 August 2012
  • |Summary=Sets the aim animations for this actor ...
    854 bytes (142 words) - 03:01, 31 July 2009
  • ...gunsleeve''' is the 'animation model' that is used for each specific gun's animations. ...T'' for this gun setup. This ''XMODEL_EXPORT'' will be added to this guns animations in its GDT settings. ...
    15 KB (2,670 words) - 15:31, 4 May 2009
  • {{Info|There are some missing animations that were forgotten with the 1.2 patch for the mod tools. You will have to ...
    2 KB (375 words) - 18:13, 30 July 2009
  • ** [[Call of Duty 4: Maya#Animations|Animations]] ** [[Call of Duty 4: Maya#Working with and exporting animations|Exporting Animations]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • ...ins are provided for Maya® 2009 so that you can export your own models and animations.<br>In the Launcher menustrip under Tools, you can find a Maya Plugin Setup ...
    2 KB (253 words) - 14:40, 27 June 2011
  • 2. Animations. Seems that Cod Engine does not thread animations on turrets, so there is no recoil animation. I would have to script every p ...
    5 KB (727 words) - 21:41, 20 March 2011
  • ...use one. It took me a lot of code reading to finally figure out how to use animations, but once you've figured it out, It can be a breeze. P.S: This is not the m ...ll allow you to play any generic human animation you want. To find all the animations in the game find, the xanim folder, located in raw. Go to the raw/maps fold ...
    6 KB (999 words) - 15:29, 23 February 2012
  • *[[Call of Duty 5: List_Of_Animations|List of Animations]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • [[Image:Nutshell.png]]Models and Animations in the CoD2 Engine ...l animations is because the 'base_character' that we assign for almost all animations is using his character as a reference.<br>Often though, we create other ani ...
    17 KB (3,141 words) - 16:12, 7 August 2011
  • ...new assets or alter stock ones; assets such as weapons, materials, models, animations... ...
    2 KB (278 words) - 22:30, 23 June 2011
  • Create models and animations for CoD using free Blender and Blender-CoD addon (without Maya)! ...unately, you don't require it anymore to create models (static/rigged) and animations for CoD: ...
    5 KB (740 words) - 16:51, 7 October 2012
  • ...ins are provided for Maya® 2009 so that you can export your own models and animations.<br>In the Launcher menustrip under Tools, you can find a Maya Plugin Setup ...
    2 KB (340 words) - 17:43, 29 June 2011
  • ...states. The running animation state machine is responsible for playback of animations but is not responsible for actual animation selection.<br> ...ped to a single animation alias should be equivalent in behavior. Multiple animations can exist per alias to allow for variety.<br> ...
    6 KB (964 words) - 17:37, 19 January 2017
  • hand animations for the 30cal. ''I'm only going to be showing how to make a key frame with your animations if u want to learn better look up some Maya tutorials.'' ...
    14 KB (2,517 words) - 15:43, 15 October 2012
  • ...e we are changing weapons on the fly and do not want AI using flamethrower animations for firing a MG42. '''npcClassInit( classToSpawn, weapon )''' then takes th ...
    6 KB (956 words) - 11:36, 22 November 2008
  • ...o still offer valid cover for the player. And after the column_cover node animations have been added 32-48 units will also provide valid cover and firing angles ...
    3 KB (456 words) - 20:32, 16 November 2011
  • ...the first time you should generate a '''missingAssets.csv''' with missing animations, models, and FX that the vehicle is using. Copy those to your map's CSV and ...
    8 KB (1,493 words) - 06:32, 25 January 2009
  • int script_nowall // make AI play a special set of corner animations that dont require a wall int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting ...
    22 KB (3,363 words) - 15:34, 15 August 2009
  • [[Category:Animations]] ...
    5 KB (834 words) - 01:29, 17 April 2012
  • ...s the default weapon when you dont have a weapons loadout. Its loading the animations for the dogs, and its loading the death/melee attack stuff (fx,impacts/deat ...
    6 KB (1,056 words) - 15:06, 23 February 2012
  • int script_nowall // make AI play a special set of corner animations that dont require a wall int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting ...
    27 KB (4,229 words) - 15:09, 10 November 2008
  • '''Realistic Sprint Animations''' ...
    6 KB (895 words) - 22:08, 9 February 2011
  • // pound door animations ...
    21 KB (3,355 words) - 19:36, 31 December 2008
  • ...ab, or look into how the prefab is made, because Zombies now play specific animations when tearing down the board so their arms no longer grab thin air. The Scri ...
    19 KB (3,196 words) - 02:01, 23 August 2013