I haven't done animation per se, but I did understand the animations and animevents in a general sense and how they could work within the game.
Will look more into animation in XSI Mod Tool and how it incorporates into source. The animations seems to be a pretty easy one (hope so ).
Yea, it's not that big a deal. I had to do a quick look into modelling and animation so that I could fully understand what I was doing on the coding side of things (and so I could verify it). Of course, the model I made was nowhere near as good as yours. Far too many uneccesary polys. But yea, give me a holler if you run into any problems and I'll see if I can help out.
I think I got it to work...according to XSI animation style....add a null at the pivot point(or on the surface where it turns), add the 2 meshes(the handle and its joint) to the null, making it joined(hence a child of it) [didn't use any IK stuff as it was just a simple one mesh animation(is that ok?)]. Use keyframes to add start and end animations at desired frames and done...
I did all that, the animation(move up) is 60 frames(so about 2 sec at 30fps? or is it a different scale ingame?)). It looks nice (my 1st rigged animation(or something like it )).
Now what confuses me is "idle" and "idleU"...I mean "moveU" and "moveD" is what I described above (?), is "idle" and "idleU" more of a state than animation?
animevents might be more of a status of the lever? I will check online about XSIsource workflow (sigh ....time...lol).
Hope I got all the ideas correct ....
(have to add a material/texture before XSI allows me to export as .smd
the IK stuff really wants me to do some mech animations )