Удаляем анимации с модели игрока

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Данная тема подойдет для держателей Knife-серверов.

Речь пойдет об удалении лишних анимаций модели игрока для уменьшение его общего размера.
Скорей всего большинству это затея покажется неактуальной или своего рода бредовой и это Ваше право так думать.
Для Knife-сервера таким образом(вместе с объединением скинов) я сократил с ~50мб до ~20мб (10 моделей).

Предисловие:
  • В каждой модели игрока существует множество анимаций(бег, прыжки, плавания) для одного только оружия существует порядка 6-ти анимаций(стоя, сидя, стрелять, перезаряжать, и другие).
  • Например для любителей держать Knife-сервер подобные анимации, зачастую не нужны, так-как основное оружие в арсенале - это нож, соответственно можно предположить, что другие анимации не будут использованы и их можно удалить. Таким образом мы и сократим общий размер модели.
Для урока нам понадобится:
  • Компилятор: studiomdl (скачать в соседней теме)
  • Декомпилятор: mdldec (скачать в соседней теме)
  • Модель игрока (рассмотрим одну из моделей девушки SUNOL)
Первая часть. Декомпилируем модель, рассмотрим основные моменты в содержимом .qc файле.
//reference mesh(es)
$body "studio" "CT_Girl_Nurse"
$body "studio" "CT_Girl_Head"

Меш - это модель(каркас) объекта покрываемая текстурами.
Как правило мы привыкли видеть всего одну мешь, но так-как при создании модели существует лимит на кол-во вершин, то создателям приходится разделять модель на две составляющие и компилировать их уже совместно с двумя мешами. В данном случае это голова и тело, если не ошибаюсь.

Хитбокс - это своего рода составляющие части тела (голова, нога и так далее).
Бывают такие моменты, когда при декомпиляции модели видишь кривые хитбоксы (это когда вместо цифирек одни нули почти хД)
Был случай, когда при стрельбе в голову игрок умирал не от убийства в голову, а от простого убийства в тело, это говорит о том, что кривой хитбокс головы и в данной момент голова находится где-то в другом месте хД
Решение данной ситуации - декомпилируем стандартную модель игрока и копируем оттуда нормальные хитбоксы в нашу модель(это при условии, что у нас одинаковый скилет, но в большинстве своем они одинаковые).

// 21 hit box(es)
$hbox 3 "Bip01 Pelvis" -4.690000 -4.440000 -6.750000 4.000000 5.560000 6.750000
$hbox 6 "Bip01 L Thigh" 2.660000 -3.690000 -3.090000 18.160000 4.880000 3.310000
$hbox 6 "Bip01 L Calf" 0.380000 -3.970000 -2.840000 17.600000 4.000000 2.940000
$hbox 6 "Bip01 L Foot" 0.850000 -3.240000 -2.640000 5.730000 8.530000 3.170000
$hbox 7 "Bip01 R Thigh" 2.470000 -3.690000 -3.160000 18.129999 4.880000 3.380000
$hbox 7 "Bip01 R Calf" 0.310000 -3.970000 -2.840000 17.600000 3.940000 2.970000
$hbox 7 "Bip01 R Foot" 0.850000 -3.240000 -2.640000 5.730000 8.530000 3.170000
$hbox 3 "Bip01 Spine1" -3.250000 -5.500000 -5.500000 4.830000 5.500000 5.500000
$hbox 2 "Bip01 Spine2" -0.060000 -5.530000 -7.590000 8.000000 7.000000 7.590000
$hbox 2 "Bip01 Spine3" -2.250000 -6.810000 -6.310000 6.500000 5.090000 6.310000
$hbox 2 "Bip01 Neck" -3.110000 -1.500000 -3.000000 2.050000 3.500000 3.000000
$hbox 1 "Bip01 Head" -0.330000 -4.500000 -2.500000 8.000000 4.500000 2.500000
$hbox 4 "Bip01 L Clavicle" 0.940000 -2.880000 -4.130000 5.440000 4.280000 3.500000
$hbox 4 "Bip01 L UpperArm" -2.160000 -2.340000 -2.560000 11.560000 3.410000 2.380000
$hbox 4 "Bip01 L Forearm" 0.590000 -1.810000 -2.190000 10.750000 2.840000 2.410000
$hbox 4 "Bip01 L Hand" -0.132201 -1.903020 -2.238530 4.862900 2.078240 2.369790
$hbox 5 "Bip01 R Clavicle" 1.380000 -2.840000 -3.560000 5.690000 4.310000 4.310000
$hbox 5 "Bip01 R UpperArm" -1.880000 -2.470000 -2.160000 11.810000 3.280000 2.810000
$hbox 5 "Bip01 R Forearm" 0.440000 -1.970000 -2.340000 10.590000 2.720000 2.220000
$hbox 5 "Bip01 R Hand" -0.132201 -1.903020 -2.238530 4.862900 2.078240 2.369790
$hbox 8 "Bip01 L Hand" -16.100000 -6.500000 -19.000000 10.600000 1.500000 33.000000

В данной модели предоставлено 111 анимаций, каждая из которых задает положений и движение(скорости) костей модели.
Код:

// 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
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1
$sequence "run" "run" LX fps 60 loop ACT_RUN 1
$sequence "crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1
$sequence "jump" "jump" fps 30 ACT_HOP 1
$sequence "longjump" "longjump" fps 30 ACT_LEAP 1
$sequence "swim" "swim" fps 30 loop ACT_SWIM 1
$sequence "treadwater" "treadwater" fps 24 loop ACT_HOVER 1
$sequence "crouch_aim_carbine" {
"crouch_aim_carbine_blend1"
"crouch_aim_carbine_blend2"
"crouch_aim_carbine_blend3"
"crouch_aim_carbine_blend4"
"crouch_aim_carbine_blend5"
"crouch_aim_carbine_blend6"
"crouch_aim_carbine_blend7"
"crouch_aim_carbine_blend8"
"crouch_aim_carbine_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_carbine" {
"crouch_shoot_carbine_blend1"
"crouch_shoot_carbine_blend2"
"crouch_shoot_carbine_blend3"
"crouch_shoot_carbine_blend4"
"crouch_shoot_carbine_blend5"
"crouch_shoot_carbine_blend6"
"crouch_shoot_carbine_blend7"
"crouch_shoot_carbine_blend8"
"crouch_shoot_carbine_blend9"
blend XR -90 90 fps 15 { event 5001 1 "40" }
}
$sequence "crouch_reload_carbine" "crouch_reload_carbine" fps 30
$sequence "ref_aim_carbine" {
"ref_aim_carbine_blend1"
"ref_aim_carbine_blend2"
"ref_aim_carbine_blend3"
"ref_aim_carbine_blend4"
"ref_aim_carbine_blend5"
"ref_aim_carbine_blend6"
"ref_aim_carbine_blend7"
"ref_aim_carbine_blend8"
"ref_aim_carbine_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_carbine" {
"ref_shoot_carbine_blend1"
"ref_shoot_carbine_blend2"
"ref_shoot_carbine_blend3"
"ref_shoot_carbine_blend4"
"ref_shoot_carbine_blend5"
"ref_shoot_carbine_blend6"
"ref_shoot_carbine_blend7"
"ref_shoot_carbine_blend8"
"ref_shoot_carbine_blend9"
blend XR -90 90 fps 15 { event 5001 1 "40" }
}
$sequence "ref_reload_carbine" "ref_reload_carbine" fps 30
$sequence "crouch_aim_onehanded" {
"crouch_aim_onehanded_blend1"
"crouch_aim_onehanded_blend2"
"crouch_aim_onehanded_blend3"
"crouch_aim_onehanded_blend4"
"crouch_aim_onehanded_blend5"
"crouch_aim_onehanded_blend6"
"crouch_aim_onehanded_blend7"
"crouch_aim_onehanded_blend8"
"crouch_aim_onehanded_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_onehanded" {
"crouch_shoot_onehanded_blend1"
"crouch_shoot_onehanded_blend2"
"crouch_shoot_onehanded_blend3"
"crouch_shoot_onehanded_blend4"
"crouch_shoot_onehanded_blend5"
"crouch_shoot_onehanded_blend6"
"crouch_shoot_onehanded_blend7"
"crouch_shoot_onehanded_blend8"
"crouch_shoot_onehanded_blend9"
blend XR -90 90 fps 15 { event 5001 1 "10" }
}
$sequence "crouch_reload_onehanded" "crouch_reload_onehanded" fps 30
$sequence "ref_aim_onehanded" {
"ref_aim_onehanded_blend1"
"ref_aim_onehanded_blend2"
"ref_aim_onehanded_blend3"
"ref_aim_onehanded_blend4"
"ref_aim_onehanded_blend5"
"ref_aim_onehanded_blend6"
"ref_aim_onehanded_blend7"
"ref_aim_onehanded_blend8"
"ref_aim_onehanded_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_onehanded" {
"ref_shoot_onehanded_blend1"
"ref_shoot_onehanded_blend2"
"ref_shoot_onehanded_blend3"
"ref_shoot_onehanded_blend4"
"ref_shoot_onehanded_blend5"
"ref_shoot_onehanded_blend6"
"ref_shoot_onehanded_blend7"
"ref_shoot_onehanded_blend8"
"ref_shoot_onehanded_blend9"
blend XR -90 90 fps 15 { event 5001 1 "10" }
}
$sequence "ref_reload_onehanded" "ref_reload_onehanded" fps 30
$sequence "crouch_aim_dualpistols_1" {
"crouch_aim_dualpistols_1_blend1"
"crouch_aim_dualpistols_1_blend2"
"crouch_aim_dualpistols_1_blend3"
"crouch_aim_dualpistols_1_blend4"
"crouch_aim_dualpistols_1_blend5"
"crouch_aim_dualpistols_1_blend6"
"crouch_aim_dualpistols_1_blend7"
"crouch_aim_dualpistols_1_blend8"
"crouch_aim_dualpistols_1_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "crouch_shoot_dualpistols_1" {
"crouch_shoot_dualpistols_1_blend1"
"crouch_shoot_dualpistols_1_blend2"
"crouch_shoot_dualpistols_1_blend3"
"crouch_shoot_dualpistols_1_blend4"
"crouch_shoot_dualpistols_1_blend5"
"crouch_shoot_dualpistols_1_blend6"
"crouch_shoot_dualpistols_1_blend7"
"crouch_shoot_dualpistols_1_blend8"
"crouch_shoot_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "crouch_shoot2_dualpistols_1" {
"crouch_shoot2_dualpistols_1_blend1"
"crouch_shoot2_dualpistols_1_blend2"
"crouch_shoot2_dualpistols_1_blend3"
"crouch_shoot2_dualpistols_1_blend4"
"crouch_shoot2_dualpistols_1_blend5"
"crouch_shoot2_dualpistols_1_blend6"
"crouch_shoot2_dualpistols_1_blend7"
"crouch_shoot2_dualpistols_1_blend8"
"crouch_shoot2_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "crouch_reload_dualpistols_1" "crouch_reload_dualpistols_1" fps 30
$sequence "ref_aim_dualpistols_1" {
"ref_aim_dualpistols_1_blend1"
"ref_aim_dualpistols_1_blend2"
"ref_aim_dualpistols_1_blend3"
"ref_aim_dualpistols_1_blend4"
"ref_aim_dualpistols_1_blend5"
"ref_aim_dualpistols_1_blend6"
"ref_aim_dualpistols_1_blend7"
"ref_aim_dualpistols_1_blend8"
"ref_aim_dualpistols_1_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "ref_shoot_dualpistols_1" {
"ref_shoot_dualpistols_1_blend1"
"ref_shoot_dualpistols_1_blend2"
"ref_shoot_dualpistols_1_blend3"
"ref_shoot_dualpistols_1_blend4"
"ref_shoot_dualpistols_1_blend5"
"ref_shoot_dualpistols_1_blend6"
"ref_shoot_dualpistols_1_blend7"
"ref_shoot_dualpistols_1_blend8"
"ref_shoot_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "ref_shoot2_dualpistols_1" {
"ref_shoot2_dualpistols_1_blend1"
"ref_shoot2_dualpistols_1_blend2"
"ref_shoot2_dualpistols_1_blend3"
"ref_shoot2_dualpistols_1_blend4"
"ref_shoot2_dualpistols_1_blend5"
"ref_shoot2_dualpistols_1_blend6"
"ref_shoot2_dualpistols_1_blend7"
"ref_shoot2_dualpistols_1_blend8"
"ref_shoot2_dualpistols_1_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "ref_reload_dualpistols_1" "ref_reload_dualpistols_1" fps 30
$sequence "crouch_aim_rifle" {
"crouch_aim_rifle_blend1"
"crouch_aim_rifle_blend2"
"crouch_aim_rifle_blend3"
"crouch_aim_rifle_blend4"
"crouch_aim_rifle_blend5"
"crouch_aim_rifle_blend6"
"crouch_aim_rifle_blend7"
"crouch_aim_rifle_blend8"
"crouch_aim_rifle_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_rifle" {
"crouch_shoot_rifle_blend1"
"crouch_shoot_rifle_blend2"
"crouch_shoot_rifle_blend3"
"crouch_shoot_rifle_blend4"
"crouch_shoot_rifle_blend5"
"crouch_shoot_rifle_blend6"
"crouch_shoot_rifle_blend7"
"crouch_shoot_rifle_blend8"
"crouch_shoot_rifle_blend9"
blend XR -90 90 fps 20 { event 5001 0 "30" }
}
$sequence "crouch_reload_rifle" "crouch_reload_rifle" fps 30
$sequence "ref_aim_rifle" {
"ref_aim_rifle_blend1"
"ref_aim_rifle_blend2"
"ref_aim_rifle_blend3"
"ref_aim_rifle_blend4"
"ref_aim_rifle_blend5"
"ref_aim_rifle_blend6"
"ref_aim_rifle_blend7"
"ref_aim_rifle_blend8"
"ref_aim_rifle_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_rifle" {
"ref_shoot_rifle_blend1"
"ref_shoot_rifle_blend2"
"ref_shoot_rifle_blend3"
"ref_shoot_rifle_blend4"
"ref_shoot_rifle_blend5"
"ref_shoot_rifle_blend6"
"ref_shoot_rifle_blend7"
"ref_shoot_rifle_blend8"
"ref_shoot_rifle_blend9"
blend XR -90 90 fps 20 { event 5001 0 "30" }
}
$sequence "ref_reload_rifle" "ref_reload_rifle" fps 30
$sequence "crouch_aim_mp5" {
"crouch_aim_mp5_blend1"
"crouch_aim_mp5_blend2"
"crouch_aim_mp5_blend3"
"crouch_aim_mp5_blend4"
"crouch_aim_mp5_blend5"
"crouch_aim_mp5_blend6"
"crouch_aim_mp5_blend7"
"crouch_aim_mp5_blend8"
"crouch_aim_mp5_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_mp5" {
"crouch_shoot_mp5_blend1"
"crouch_shoot_mp5_blend2"
"crouch_shoot_mp5_blend3"
"crouch_shoot_mp5_blend4"
"crouch_shoot_mp5_blend5"
"crouch_shoot_mp5_blend6"
"crouch_shoot_mp5_blend7"
"crouch_shoot_mp5_blend8"
"crouch_shoot_mp5_blend9"
blend XR -90 90 fps 15 { event 5001 1 "30" }
}
$sequence "crouch_reload_mp5" "crouch_reload_mp5" fps 30
$sequence "ref_aim_mp5" {
"ref_aim_mp5_blend1"
"ref_aim_mp5_blend2"
"ref_aim_mp5_blend3"
"ref_aim_mp5_blend4"
"ref_aim_mp5_blend5"
"ref_aim_mp5_blend6"
"ref_aim_mp5_blend7"
"ref_aim_mp5_blend8"
"ref_aim_mp5_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_mp5" {
"ref_shoot_mp5_blend1"
"ref_shoot_mp5_blend2"
"ref_shoot_mp5_blend3"
"ref_shoot_mp5_blend4"
"ref_shoot_mp5_blend5"
"ref_shoot_mp5_blend6"
"ref_shoot_mp5_blend7"
"ref_shoot_mp5_blend8"
"ref_shoot_mp5_blend9"
blend XR -90 90 fps 15 { event 5001 1 "30" }
}
$sequence "ref_reload_mp5" "ref_reload_mp5" fps 30
$sequence "crouch_aim_shotgun" {
"crouch_aim_shotgun_blend1"
"crouch_aim_shotgun_blend2"
"crouch_aim_shotgun_blend3"
"crouch_aim_shotgun_blend4"
"crouch_aim_shotgun_blend5"
"crouch_aim_shotgun_blend6"
"crouch_aim_shotgun_blend7"
"crouch_aim_shotgun_blend8"
"crouch_aim_shotgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_shotgun" {
"crouch_shoot_shotgun_blend1"
"crouch_shoot_shotgun_blend2"
"crouch_shoot_shotgun_blend3"
"crouch_shoot_shotgun_blend4"
"crouch_shoot_shotgun_blend5"
"crouch_shoot_shotgun_blend6"
"crouch_shoot_shotgun_blend7"
"crouch_shoot_shotgun_blend8"
"crouch_shoot_shotgun_blend9"
blend XR -90 90 fps 30 { event 5001 1 "50" }
}
$sequence "crouch_reload_shotgun" "crouch_reload_shotgun" fps 30
$sequence "ref_aim_shotgun" {
"ref_aim_shotgun_blend1"
"ref_aim_shotgun_blend2"
"ref_aim_shotgun_blend3"
"ref_aim_shotgun_blend4"
"ref_aim_shotgun_blend5"
"ref_aim_shotgun_blend6"
"ref_aim_shotgun_blend7"
"ref_aim_shotgun_blend8"
"ref_aim_shotgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_shotgun" {
"ref_shoot_shotgun_blend1"
"ref_shoot_shotgun_blend2"
"ref_shoot_shotgun_blend3"
"ref_shoot_shotgun_blend4"
"ref_shoot_shotgun_blend5"
"ref_shoot_shotgun_blend6"
"ref_shoot_shotgun_blend7"
"ref_shoot_shotgun_blend8"
"ref_shoot_shotgun_blend9"
blend XR -90 90 fps 30 { event 5001 1 "50" }
}
$sequence "ref_reload_shotgun" "ref_reload_shotgun" fps 30
$sequence "crouch_aim_m249" {
"crouch_aim_m249_blend1"
"crouch_aim_m249_blend2"
"crouch_aim_m249_blend3"
"crouch_aim_m249_blend4"
"crouch_aim_m249_blend5"
"crouch_aim_m249_blend6"
"crouch_aim_m249_blend7"
"crouch_aim_m249_blend8"
"crouch_aim_m249_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "crouch_shoot_m249" {
"crouch_shoot_m249_blend1"
"crouch_shoot_m249_blend2"
"crouch_shoot_m249_blend3"
"crouch_shoot_m249_blend4"
"crouch_shoot_m249_blend5"
"crouch_shoot_m249_blend6"
"crouch_shoot_m249_blend7"
"crouch_shoot_m249_blend8"
"crouch_shoot_m249_blend9"
blend XR -90 90 fps 30 loop { event 5001 0 "50" }
}
$sequence "crouch_reload_m249" "crouch_reload_m249" fps 30
$sequence "ref_aim_m249" {
"ref_aim_m249_blend1"
"ref_aim_m249_blend2"
"ref_aim_m249_blend3"
"ref_aim_m249_blend4"
"ref_aim_m249_blend5"
"ref_aim_m249_blend6"
"ref_aim_m249_blend7"
"ref_aim_m249_blend8"
"ref_aim_m249_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "ref_shoot_m249" {
"ref_shoot_m249_blend1"
"ref_shoot_m249_blend2"
"ref_shoot_m249_blend3"
"ref_shoot_m249_blend4"
"ref_shoot_m249_blend5"
"ref_shoot_m249_blend6"
"ref_shoot_m249_blend7"
"ref_shoot_m249_blend8"
"ref_shoot_m249_blend9"
blend XR -90 90 fps 30 loop { event 5001 0 "50" }
}
$sequence "ref_reload_m249" "ref_reload_m249" fps 30
$sequence "I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop
$sequence "so_am_I" "so_am_I" fps 30
$sequence "ref_aim_grenade" {
"ref_aim_grenade_blend1"
"ref_aim_grenade_blend2"
"ref_aim_grenade_blend3"
"ref_aim_grenade_blend4"
"ref_aim_grenade_blend5"
"ref_aim_grenade_blend6"
"ref_aim_grenade_blend7"
"ref_aim_grenade_blend8"
"ref_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_shoot_grenade" {
"ref_shoot_grenade_blend1"
"ref_shoot_grenade_blend2"
"ref_shoot_grenade_blend3"
"ref_shoot_grenade_blend4"
"ref_shoot_grenade_blend5"
"ref_shoot_grenade_blend6"
"ref_shoot_grenade_blend7"
"ref_shoot_grenade_blend8"
"ref_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
$sequence "crouch_aim_grenade" {
"crouch_aim_grenade_blend1"
"crouch_aim_grenade_blend2"
"crouch_aim_grenade_blend3"
"crouch_aim_grenade_blend4"
"crouch_aim_grenade_blend5"
"crouch_aim_grenade_blend6"
"crouch_aim_grenade_blend7"
"crouch_aim_grenade_blend8"
"crouch_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "crouch_shoot_grenade" {
"crouch_shoot_grenade_blend1"
"crouch_shoot_grenade_blend2"
"crouch_shoot_grenade_blend3"
"crouch_shoot_grenade_blend4"
"crouch_shoot_grenade_blend5"
"crouch_shoot_grenade_blend6"
"crouch_shoot_grenade_blend7"
"crouch_shoot_grenade_blend8"
"crouch_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
$sequence "crouch_aim_c4" {
"crouch_aim_c4_blend1"
"crouch_aim_c4_blend2"
"crouch_aim_c4_blend3"
"crouch_aim_c4_blend4"
"crouch_aim_c4_blend5"
"crouch_aim_c4_blend6"
"crouch_aim_c4_blend7"
"crouch_aim_c4_blend8"
"crouch_aim_c4_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_c4" "crouch_shoot_c4" fps 30
$sequence "ref_aim_c4" {
"ref_aim_c4_blend1"
"ref_aim_c4_blend2"
"ref_aim_c4_blend3"
"ref_aim_c4_blend4"
"ref_aim_c4_blend5"
"ref_aim_c4_blend6"
"ref_aim_c4_blend7"
"ref_aim_c4_blend8"
"ref_aim_c4_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_c4" "ref_shoot_c4" fps 30
$sequence "ref_reload_c4" "ref_reload_c4" fps 30
$sequence "crouch_aim_dualpistols_2" {
"crouch_aim_dualpistols_2_blend1"
"crouch_aim_dualpistols_2_blend2"
"crouch_aim_dualpistols_2_blend3"
"crouch_aim_dualpistols_2_blend4"
"crouch_aim_dualpistols_2_blend5"
"crouch_aim_dualpistols_2_blend6"
"crouch_aim_dualpistols_2_blend7"
"crouch_aim_dualpistols_2_blend8"
"crouch_aim_dualpistols_2_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "crouch_shoot_dualpistols_2" {
"crouch_shoot_dualpistols_2_blend1"
"crouch_shoot_dualpistols_2_blend2"
"crouch_shoot_dualpistols_2_blend3"
"crouch_shoot_dualpistols_2_blend4"
"crouch_shoot_dualpistols_2_blend5"
"crouch_shoot_dualpistols_2_blend6"
"crouch_shoot_dualpistols_2_blend7"
"crouch_shoot_dualpistols_2_blend8"
"crouch_shoot_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "crouch_shoot2_dualpistols_2" {
"crouch_shoot2_dualpistols_2_blend1"
"crouch_shoot2_dualpistols_2_blend2"
"crouch_shoot2_dualpistols_2_blend3"
"crouch_shoot2_dualpistols_2_blend4"
"crouch_shoot2_dualpistols_2_blend5"
"crouch_shoot2_dualpistols_2_blend6"
"crouch_shoot2_dualpistols_2_blend7"
"crouch_shoot2_dualpistols_2_blend8"
"crouch_shoot2_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "crouch_reload_dualpistols_2" "crouch_reload_dualpistols_2" fps 30
$sequence "ref_aim_dualpistols_2" {
"ref_aim_dualpistols_2_blend1"
"ref_aim_dualpistols_2_blend2"
"ref_aim_dualpistols_2_blend3"
"ref_aim_dualpistols_2_blend4"
"ref_aim_dualpistols_2_blend5"
"ref_aim_dualpistols_2_blend6"
"ref_aim_dualpistols_2_blend7"
"ref_aim_dualpistols_2_blend8"
"ref_aim_dualpistols_2_blend9"
blend XR -90 90 fps 10 loop
}
$sequence "ref_shoot_dualpistols_2" {
"ref_shoot_dualpistols_2_blend1"
"ref_shoot_dualpistols_2_blend2"
"ref_shoot_dualpistols_2_blend3"
"ref_shoot_dualpistols_2_blend4"
"ref_shoot_dualpistols_2_blend5"
"ref_shoot_dualpistols_2_blend6"
"ref_shoot_dualpistols_2_blend7"
"ref_shoot_dualpistols_2_blend8"
"ref_shoot_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5011 0 "10" }
}
$sequence "ref_shoot2_dualpistols_2" {
"ref_shoot2_dualpistols_2_blend1"
"ref_shoot2_dualpistols_2_blend2"
"ref_shoot2_dualpistols_2_blend3"
"ref_shoot2_dualpistols_2_blend4"
"ref_shoot2_dualpistols_2_blend5"
"ref_shoot2_dualpistols_2_blend6"
"ref_shoot2_dualpistols_2_blend7"
"ref_shoot2_dualpistols_2_blend8"
"ref_shoot2_dualpistols_2_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "ref_reload_dualpistols_2" "ref_reload_dualpistols_2" fps 30
$sequence "crouch_aim_knife" {
"crouch_aim_knife_blend1"
"crouch_aim_knife_blend2"
"crouch_aim_knife_blend3"
"crouch_aim_knife_blend4"
"crouch_aim_knife_blend5"
"crouch_aim_knife_blend6"
"crouch_aim_knife_blend7"
"crouch_aim_knife_blend8"
"crouch_aim_knife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "crouch_shoot_knife" {
"crouch_shoot_knife_blend1"
"crouch_shoot_knife_blend2"
"crouch_shoot_knife_blend3"
"crouch_shoot_knife_blend4"
"crouch_shoot_knife_blend5"
"crouch_shoot_knife_blend6"
"crouch_shoot_knife_blend7"
"crouch_shoot_knife_blend8"
"crouch_shoot_knife_blend9"
blend XR -90 90 fps 30
}
$sequence "ref_aim_knife" {
"ref_aim_knife_blend1"
"ref_aim_knife_blend2"
"ref_aim_knife_blend3"
"ref_aim_knife_blend4"
"ref_aim_knife_blend5"
"ref_aim_knife_blend6"
"ref_aim_knife_blend7"
"ref_aim_knife_blend8"
"ref_aim_knife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "ref_shoot_knife" {
"ref_shoot_knife_blend1"
"ref_shoot_knife_blend2"
"ref_shoot_knife_blend3"
"ref_shoot_knife_blend4"
"ref_shoot_knife_blend5"
"ref_shoot_knife_blend6"
"ref_shoot_knife_blend7"
"ref_shoot_knife_blend8"
"ref_shoot_knife_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_aim_ak47" {
"crouch_aim_ak47_blend1"
"crouch_aim_ak47_blend2"
"crouch_aim_ak47_blend3"
"crouch_aim_ak47_blend4"
"crouch_aim_ak47_blend5"
"crouch_aim_ak47_blend6"
"crouch_aim_ak47_blend7"
"crouch_aim_ak47_blend8"
"crouch_aim_ak47_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_ak47" {
"crouch_shoot_ak47_blend1"
"crouch_shoot_ak47_blend2"
"crouch_shoot_ak47_blend3"
"crouch_shoot_ak47_blend4"
"crouch_shoot_ak47_blend5"
"crouch_shoot_ak47_blend6"
"crouch_shoot_ak47_blend7"
"crouch_shoot_ak47_blend8"
"crouch_shoot_ak47_blend9"
blend XR -90 90 fps 30 { event 5001 0 "40" }
}
$sequence "crouch_reload_ak47" "crouch_reload_ak47" fps 30
$sequence "ref_aim_ak47" {
"ref_aim_ak47_blend1"
"ref_aim_ak47_blend2"
"ref_aim_ak47_blend3"
"ref_aim_ak47_blend4"
"ref_aim_ak47_blend5"
"ref_aim_ak47_blend6"
"ref_aim_ak47_blend7"
"ref_aim_ak47_blend8"
"ref_aim_ak47_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_ak47" {
"ref_shoot_ak47_blend1"
"ref_shoot_ak47_blend2"
"ref_shoot_ak47_blend3"
"ref_shoot_ak47_blend4"
"ref_shoot_ak47_blend5"
"ref_shoot_ak47_blend6"
"ref_shoot_ak47_blend7"
"ref_shoot_ak47_blend8"
"ref_shoot_ak47_blend9"
blend XR -90 90 fps 30 { event 5001 0 "40" }
}
$sequence "ref_reload_ak47" "ref_reload_ak47" fps 30
$sequence "crouch_aim_hammer" {
"crouch_aim_hammer_blend1"
"crouch_aim_hammer_blend2"
"crouch_aim_hammer_blend3"
"crouch_aim_hammer_blend4"
"crouch_aim_hammer_blend5"
"crouch_aim_hammer_blend6"
"crouch_aim_hammer_blend7"
"crouch_aim_hammer_blend8"
"crouch_aim_hammer_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "crouch_shoot_hammer" {
"crouch_shoot_hammer_blend1"
"crouch_shoot_hammer_blend2"
"crouch_shoot_hammer_blend3"
"crouch_shoot_hammer_blend4"
"crouch_shoot_hammer_blend5"
"crouch_shoot_hammer_blend6"
"crouch_shoot_hammer_blend7"
"crouch_shoot_hammer_blend8"
"crouch_shoot_hammer_blend9"
blend XR -90 90 fps 30
}
$sequence "ref_aim_hammer" {
"ref_aim_hammer_blend1"
"ref_aim_hammer_blend2"
"ref_aim_hammer_blend3"
"ref_aim_hammer_blend4"
"ref_aim_hammer_blend5"
"ref_aim_hammer_blend6"
"ref_aim_hammer_blend7"
"ref_aim_hammer_blend8"
"ref_aim_hammer_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "ref_shoot_hammer" {
"ref_shoot_hammer_blend1"
"ref_shoot_hammer_blend2"
"ref_shoot_hammer_blend3"
"ref_shoot_hammer_blend4"
"ref_shoot_hammer_blend5"
"ref_shoot_hammer_blend6"
"ref_shoot_hammer_blend7"
"ref_shoot_hammer_blend8"
"ref_shoot_hammer_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_aim_shieldgren" {
"crouch_aim_shieldgren_blend1"
"crouch_aim_shieldgren_blend2"
"crouch_aim_shieldgren_blend3"
"crouch_aim_shieldgren_blend4"
"crouch_aim_shieldgren_blend5"
"crouch_aim_shieldgren_blend6"
"crouch_aim_shieldgren_blend7"
"crouch_aim_shieldgren_blend8"
"crouch_aim_shieldgren_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "crouch_shoot_shieldgren" {
"crouch_shoot_shieldgren_blend1"
"crouch_shoot_shieldgren_blend2"
"crouch_shoot_shieldgren_blend3"
"crouch_shoot_shieldgren_blend4"
"crouch_shoot_shieldgren_blend5"
"crouch_shoot_shieldgren_blend6"
"crouch_shoot_shieldgren_blend7"
"crouch_shoot_shieldgren_blend8"
"crouch_shoot_shieldgren_blend9"
blend XR -90 90 fps 45
}
$sequence "ref_aim_shieldgren" {
"ref_aim_shieldgren_blend1"
"ref_aim_shieldgren_blend2"
"ref_aim_shieldgren_blend3"
"ref_aim_shieldgren_blend4"
"ref_aim_shieldgren_blend5"
"ref_aim_shieldgren_blend6"
"ref_aim_shieldgren_blend7"
"ref_aim_shieldgren_blend8"
"ref_aim_shieldgren_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_shoot_shieldgren" {
"ref_shoot_shieldgren_blend1"
"ref_shoot_shieldgren_blend2"
"ref_shoot_shieldgren_blend3"
"ref_shoot_shieldgren_blend4"
"ref_shoot_shieldgren_blend5"
"ref_shoot_shieldgren_blend6"
"ref_shoot_shieldgren_blend7"
"ref_shoot_shieldgren_blend8"
"ref_shoot_shieldgren_blend9"
blend XR -90 90 fps 45
}
$sequence "crouch_aim_shieldgun" {
"crouch_aim_shieldgun_blend1"
"crouch_aim_shieldgun_blend2"
"crouch_aim_shieldgun_blend3"
"crouch_aim_shieldgun_blend4"
"crouch_aim_shieldgun_blend5"
"crouch_aim_shieldgun_blend6"
"crouch_aim_shieldgun_blend7"
"crouch_aim_shieldgun_blend8"
"crouch_aim_shieldgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "crouch_shoot_shieldgun" {
"crouch_shoot_shieldgun_blend1"
"crouch_shoot_shieldgun_blend2"
"crouch_shoot_shieldgun_blend3"
"crouch_shoot_shieldgun_blend4"
"crouch_shoot_shieldgun_blend5"
"crouch_shoot_shieldgun_blend6"
"crouch_shoot_shieldgun_blend7"
"crouch_shoot_shieldgun_blend8"
"crouch_shoot_shieldgun_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "crouch_reload_shieldgun" "crouch_reload_shieldgun" fps 30
$sequence "ref_aim_shieldgun" {
"ref_aim_shieldgun_blend1"
"ref_aim_shieldgun_blend2"
"ref_aim_shieldgun_blend3"
"ref_aim_shieldgun_blend4"
"ref_aim_shieldgun_blend5"
"ref_aim_shieldgun_blend6"
"ref_aim_shieldgun_blend7"
"ref_aim_shieldgun_blend8"
"ref_aim_shieldgun_blend9"
blend XR -90 90 fps 30 loop
}
$sequence "ref_shoot_shieldgun" {
"ref_shoot_shieldgun_blend1"
"ref_shoot_shieldgun_blend2"
"ref_shoot_shieldgun_blend3"
"ref_shoot_shieldgun_blend4"
"ref_shoot_shieldgun_blend5"
"ref_shoot_shieldgun_blend6"
"ref_shoot_shieldgun_blend7"
"ref_shoot_shieldgun_blend8"
"ref_shoot_shieldgun_blend9"
blend XR -90 90 fps 30 { event 5001 0 "10" }
}
$sequence "ref_reload_shieldgun" "ref_reload_shieldgun" fps 30
$sequence "crouch_aim_shielded" {
"crouch_aim_shielded_blend1"
"crouch_aim_shielded_blend2"
"crouch_aim_shielded_blend3"
"crouch_aim_shielded_blend4"
"crouch_aim_shielded_blend5"
"crouch_aim_shielded_blend6"
"crouch_aim_shielded_blend7"
"crouch_aim_shielded_blend8"
"crouch_aim_shielded_blend9"
blend XR -90 90 fps 20 loop
}
$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 }

Вторая часть. Удаляем ненужные анимации.
  • Простое удаление лишних анимаций чревато тем, что отказывают работать некоторые другие анимации(смерти, плавание и т.д.)
  • Дело в том, что необходимо соблюдать имеющейся порядок, поэтому нам необходимо сохранить название всех анимаций в модели, который мы удалим.
  • Делается это таким образом, например нам необходимо удалить все анимации с гранатами.
C++:

$sequence "ref_aim_grenade" {
"ref_aim_grenade_blend1"
"ref_aim_grenade_blend2"
"ref_aim_grenade_blend3"
"ref_aim_grenade_blend4"
"ref_aim_grenade_blend5"
"ref_aim_grenade_blend6"
"ref_aim_grenade_blend7"
"ref_aim_grenade_blend8"
"ref_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_shoot_grenade" {
"ref_shoot_grenade_blend1"
"ref_shoot_grenade_blend2"
"ref_shoot_grenade_blend3"
"ref_shoot_grenade_blend4"
"ref_shoot_grenade_blend5"
"ref_shoot_grenade_blend6"
"ref_shoot_grenade_blend7"
"ref_shoot_grenade_blend8"
"ref_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
$sequence "crouch_aim_grenade" {
"crouch_aim_grenade_blend1"
"crouch_aim_grenade_blend2"
"crouch_aim_grenade_blend3"
"crouch_aim_grenade_blend4"
"crouch_aim_grenade_blend5"
"crouch_aim_grenade_blend6"
"crouch_aim_grenade_blend7"
"crouch_aim_grenade_blend8"
"crouch_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "crouch_shoot_grenade" {
"crouch_shoot_grenade_blend1"
"crouch_shoot_grenade_blend2"
"crouch_shoot_grenade_blend3"
"crouch_shoot_grenade_blend4"
"crouch_shoot_grenade_blend5"
"crouch_shoot_grenade_blend6"
"crouch_shoot_grenade_blend7"
"crouch_shoot_grenade_blend8"
"crouch_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
C++:

// $sequence "ref_aim_grenade" {
"ref_aim_grenade_blend1"
"ref_aim_grenade_blend2"
"ref_aim_grenade_blend3"
"ref_aim_grenade_blend4"
"ref_aim_grenade_blend5"
"ref_aim_grenade_blend6"
"ref_aim_grenade_blend7"
"ref_aim_grenade_blend8"
"ref_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
// $sequence "ref_shoot_grenade" {
"ref_shoot_grenade_blend1"
"ref_shoot_grenade_blend2"
"ref_shoot_grenade_blend3"
"ref_shoot_grenade_blend4"
"ref_shoot_grenade_blend5"
"ref_shoot_grenade_blend6"
"ref_shoot_grenade_blend7"
"ref_shoot_grenade_blend8"
"ref_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
// $sequence "crouch_aim_grenade" {
"crouch_aim_grenade_blend1"
"crouch_aim_grenade_blend2"
"crouch_aim_grenade_blend3"
"crouch_aim_grenade_blend4"
"crouch_aim_grenade_blend5"
"crouch_aim_grenade_blend6"
"crouch_aim_grenade_blend7"
"crouch_aim_grenade_blend8"
"crouch_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
// $sequence "crouch_shoot_grenade" {
"crouch_shoot_grenade_blend1"
"crouch_shoot_grenade_blend2"
"crouch_shoot_grenade_blend3"
"crouch_shoot_grenade_blend4"
"crouch_shoot_grenade_blend5"
"crouch_shoot_grenade_blend6"
"crouch_shoot_grenade_blend7"
"crouch_shoot_grenade_blend8"
"crouch_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
C++:
$sequence "ref_aim_grenade" "dummy" fps 24 loop
//$sequence "ref_aim_grenade" {
"ref_aim_grenade_blend1"
"ref_aim_grenade_blend2"
"ref_aim_grenade_blend3"
"ref_aim_grenade_blend4"
"ref_aim_grenade_blend5"
"ref_aim_grenade_blend6"
"ref_aim_grenade_blend7"
"ref_aim_grenade_blend8"
"ref_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "ref_shoot_grenade" "dummy" fps 24 loop
//$sequence "ref_shoot_grenade" {
"ref_shoot_grenade_blend1"
"ref_shoot_grenade_blend2"
"ref_shoot_grenade_blend3"
"ref_shoot_grenade_blend4"
"ref_shoot_grenade_blend5"
"ref_shoot_grenade_blend6"
"ref_shoot_grenade_blend7"
"ref_shoot_grenade_blend8"
"ref_shoot_grenade_blend9"
blend XR -90 90 fps 30
}
$sequence "crouch_aim_grenade" "dummy" fps 24 loop
//$sequence "crouch_aim_grenade" {
"crouch_aim_grenade_blend1"
"crouch_aim_grenade_blend2"
"crouch_aim_grenade_blend3"
"crouch_aim_grenade_blend4"
"crouch_aim_grenade_blend5"
"crouch_aim_grenade_blend6"
"crouch_aim_grenade_blend7"
"crouch_aim_grenade_blend8"
"crouch_aim_grenade_blend9"
blend XR -90 90 fps 20 loop
}
$sequence "crouch_shoot_grenade" "dummy" fps 24 loop
//$sequence "crouch_shoot_grenade" {
"crouch_shoot_grenade_blend1"
"crouch_shoot_grenade_blend2"
"crouch_shoot_grenade_blend3"
"crouch_shoot_grenade_blend4"
"crouch_shoot_grenade_blend5"
"crouch_shoot_grenade_blend6"
"crouch_shoot_grenade_blend7"
"crouch_shoot_grenade_blend8"
"crouch_shoot_grenade_blend9"
blend XR -90 90 fps 30
}

Что мы сделали:
  • Закомментировали, так сказать, заголовок анимации: // $sequence "ref_shoot_grenade" { (этого достаточно, что бы компилятор проигнорировал всю анимацию).
  • Чуть выше заголовка добавили другую анимацию $sequence "crouch_shoot_grenade" "dummy" fps 24 loop, где первая часть("ref_shoot_grenade") - это название анимации, которую мы закомментировали выше, и вторая часть "dummy" - это указатель на воспроизведение самой анимации, но уже другой.
  • Вторую часть анимации мы указали именно "dummy", так-как она имеет наименьшей размер среди других анимаций (4кб).
  • Таким образом мы избавились от "емкой" и не нужной анимации при этом сохранили название удаляемой анимации.
Код:

$sequence "idle1" "idle1" fps 15 loop ACT_IDLE 1
$sequence "crouch_idle" "crouch_idle" fps 10 loop ACT_CROUCHIDLE 1
$sequence "walk" "walk_gunsmith" LX fps 30 loop ACT_WALK 1
$sequence "run" "run_gunsmith" LX fps 60 loop ACT_RUN 1
$sequence "crouchrun" "crouchrun_gunsmith" LX fps 30 loop ACT_CROUCH 1
$sequence "jump" "jump" fps 30 ACT_HOP 1
$sequence "longjump" "longjump" fps 30 ACT_LEAP 1
$sequence "swim" "swim" fps 30 loop ACT_SWIM 1
$sequence "treadwater" "treadwater" fps 24 loop ACT_HOVER 1
$sequence "I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop
$sequence "so_am_I" "so_am_I" fps 30
$sequence "crouch_aim_knife" {
"crouch_aim_knife_blend1"
"crouch_aim_knife_blend2"
"crouch_aim_knife_blend3"
"crouch_aim_knife_blend4"
"crouch_aim_knife_blend5"
"crouch_aim_knife_blend6"
"crouch_aim_knife_blend7"
"crouch_aim_knife_blend8"
"crouch_aim_knife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "crouch_shoot_knife" {
"crouch_shoot_knife_blend1"
"crouch_shoot_knife_blend2"
"crouch_shoot_knife_blend3"
"crouch_shoot_knife_blend4"
"crouch_shoot_knife_blend5"
"crouch_shoot_knife_blend6"
"crouch_shoot_knife_blend7"
"crouch_shoot_knife_blend8"
"crouch_shoot_knife_blend9"
blend XR -90 90 fps 30
}
$sequence "ref_aim_knife" {
"ref_aim_knife_blend1"
"ref_aim_knife_blend2"
"ref_aim_knife_blend3"
"ref_aim_knife_blend4"
"ref_aim_knife_blend5"
"ref_aim_knife_blend6"
"ref_aim_knife_blend7"
"ref_aim_knife_blend8"
"ref_aim_knife_blend9"
blend XR -90 90 fps 12 loop
}
$sequence "ref_shoot_knife" {
"ref_shoot_knife_blend1"
"ref_shoot_knife_blend2"
"ref_shoot_knife_blend3"
"ref_shoot_knife_blend4"
"ref_shoot_knife_blend5"
"ref_shoot_knife_blend6"
"ref_shoot_knife_blend7"
"ref_shoot_knife_blend8"
"ref_shoot_knife_blend9"
blend XR -90 90 fps 30 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 }
$sequence "crouch_die" "crouch_die" fps 30 { event 2001 1 }
//$bodygroup "backpack"
{
blank
studio "defuse"
}

//$bodygroup "xmas"
{
blank
studio "xmas_criss_cap"
}

Изначальный размер модели: 2.56 мб.
Итоговый размер модели: 1.29 мб.
Сократили: 1.27 мб.
 

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