• Animated collision model
    2 replies, posted
Hello! I'm trying to create an animated model with animated collision. I managed to do it in hlmv, but in the game I see a completely different situation. In the game collision of my model is in zero coordinates and rotated 90 degrees. Also, during playback of the animation of the visual model, the collision model is not animated.Could you tell me what the problem is? To export the model I'm using 3Ds max 2015 with SMD plugin. I tried to export a collision both with animation and without. Also unloaded both skeleton animation and non-animated model. Video - https://youtu.be/PWAyQFUuvfA QC code: $Sequence "idle" { "81_760_door_cab_l_anims\idle.smd" } $Sequence "open" { "81_760_door_cab_l_anims\open.smd" } $Sequence "close" { "81_760_door_cab_l_anims\close.smd" } $CollisionJoints "81_760_door_cab_l_physics.smd" { $mass 100 $noselfcollisions }
Strange, if it works in HLMV then it should also work in game, are they the same .MDL? Make sure you replace an old version with the one used in HLMV. If that doesn't work, then maybe it's something to do with how you exported it, if you recreate everything making sure each step is done correctly, maybe the problem won't show up anymore, but that's just a last ditch effort. Maybe this thread will work for the other problem, it's not exactly the same thing, but he got it to work eventually, big shoutout to Captain for actually telling the fix instead of keeping it like most people do: [Gmod] Why is the animation slower than collision?
I am absolutely sure that I am replacing exactly those models that are needed. This is just some kind of compilation error or the game itself. Because there are similar problems with my second model. In a ragdoll model, when a collision is added, the bones are rotated 90 degrees in the wrong direction. Video with export and check in the game - https://youtu.be/kEep_v5E8is
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