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Removing dead frames from a compile Difficulty: Intermediate |
| Category: CS:S > Compiling | Author(s): DarkElfa |

Okay people, I suck at tutorials, but I'll try and hit you up with some info here.
First, dead frame removal is one thing that a lot of new compilers miss when working with previously compiled animations. Every time you decompile a model, it adds one dead frames to the beginning of each animation set. These can cause all sorts of issues, but mostly they're timing problems, like shoot or reload and such.
To remove dead frames, first you need to know how many to remove.
After decompiling the model, recompile it how you normally would. This will be the first time you recompile it but not the last. Save your uncompiled files since these are what you will use to fix the dead frames. The reason we're compiling them before the fix is so we can find out how many dead frames we have. Many of the animations you may find out there to use have been decompiled and recompiled numerous times without fixing the dead frames and so they may have many dead frames.
You can choose to do this after you've completed your weapon replacement in milky or max and are ready to compile or you can do it first before you ever get to the actual weapon replacing. It makes no difference.
Once you've recompiled your files, open up HMLV. Load up the model you need to fix the dead frames on. Take the frame counter on each animation down to 0 frames and then move the slider up untill the animation begins. Remember which frame number is the one when the animation first began to move and then go to your compile files and open up the animation you just checked in a text viewer. In the case of this weapon it's the DRAW animation.
Scroll down the file until you reach "skeleton". Right after that you'll see the first time sequence. It should be "time 0". After that you'll see all of the sequence numbers. Scroll through those and you'll come to "time 1" next. now for this particular animation, I only had 1 dead frame. So you move the cursor to right before the "t" in "time 1" and highlight everything before it up to right before the "t" in "time 0" and hit delete. This should now make the "time 1" the first animation sequence instead of "time 0". Now just save and close.
See Screenshot A and B for a visual aid.
Remember that if the animation in HMLV starts moving on the 5th frame for example, it means you have 5 dead frames so you'll have to go down to "time 5" and delete backwards from there.
Do this for each animation, even idle, since some idles are animated. Also, don't assume that every animation will have the same amount of dead frames since sometimes they don't. If idle is not animated, just judge it to have the same amount of dead frames as draw and you'll be good to go.
Once you have done this to each animation file in your compile files, simply recompile and recheck the results in HMLV and you're finished with dead frames. |
| Added: 11 months ago | Tags: dead, frames, compile |
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Avenger Corp.™ "Nobody's Banner Disapears More Often!" |
| Membership: Invite Only |
| Primary Skills: 3D Animation, 3D Art & Rendering, Compiling, Modelling, Sound Effects & Music, Texturing, UV Mapping |
| Inception: 2 years ago |
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