(* Basic Skeletal Animation sample. This demo loads a SMD model and 3 of its animation (SMD are part of and Half-Life MDL file, and may be extracted to individual files with tools like MilkShape). SMD loading order matters: the "model" SMD must be loaded first, it contains bones and vertex data, the "animation" SMD are loaded afterwards with AddDataFromFile, they contain only bone animation data. Don't forget to link the actor to a material library, SMD models commonly use several textures! If you hit one of the jump buttons, the character will perform the jump, and once it has been completed, revert to the walk or run animation. The slider makes the character look left/right by using blending (through and animation controler). Why, why, why didn't the model moves it arms? Because it's not in the animations frames! HL uses blends to move the arms and accomodate gestures such has aiming a weapon... Side note: the look_left_right.smd animation was added by me, so don't blame the model's author if it ain't anatomically correct (hand edited smd with only three keyframes). Model Author: Neal 'Guplik' Corbett, edited by ~A.u.s.t.i.n. (manny@cgocable.net) Thanks! *) program SkeletalD; uses Forms, fSkeletalD in 'fSkeletalD.pas'; {$R *.RES} begin Application.Initialize; Application.CreateForm(TFormSkeletal, FormSkeletal); Application.Run; end.