• Proble with max's hand rigs.
    13 replies, posted
So i've been trying to animate some Counter Strike Global Offensive sweps and im trying to use max's hand rig so that it is c_model compatible. However i'm having some issues with the wrists. In blender the model looks great: [IMG_thumb]http://i.imgur.com/5AqwVEA.png[/IMG_thumb] However, ingame the wrist breaks [IMG_thumb]http://i.imgur.com/svzT8dy.jpg[/IMG_thumb] What is causing this? The QC: [code] $modelname "weapons\c_csgo_ak47.mdl" $bodygroup "studio" { studio "c_csgo_ak47.smd" } $cdmaterials "models\weapons\csgo\" $texturegroup "skinfamilies" { { "ak47.vmt" } } // Model uses material "ak47.vmt" $attachment "1" "frame" 25.00 0.00 3.50 rotate -0 0 0 $attachment "2" "frame" 8.00 -0.40 4.00 rotate -30 -146 -0 $surfaceprop "default" $contents "solid" $illumposition -6.34 0.648 -13.33 $bbox -3.942 -7.245 -10.653 15.961 5.718 0.841 $cbox 0 0 0 0 0 0 $hboxset "default" $sequence "draw" "c_csgo_ak47_anims\draw.smd" { fps 30 "ACT_VM_DRAW" 1 snap { event 5004 0 "Weapon_Cak47.Draw" } { event 5004 11 "Weapon_Cak47.BoltPull" } } $sequence "idle" "c_csgo_ak47_anims\idle.smd" { fps 30 "ACT_VM_IDLE" 1 } $sequence "shoot1" "c_csgo_ak47_anims\shoot1.smd" { fps 30 "ACT_VM_PRIMARYATTACK" 1 { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_556 2 110" } } $sequence "shoot2" "c_csgo_ak47_anims\shoot2.smd" { fps 30 "ACT_VM_PRIMARYATTACK" 1 { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_556 2 110" } } $sequence "shoot3" "c_csgo_ak47_anims\shoot3.smd" { fps 30 "ACT_VM_PRIMARYATTACK" 1 { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_556 2 110" } } $sequence "reload" "c_csgo_ak47_anims\reload.smd" { fps 30 "ACT_VM_RELOAD" 1 snap { event 5004 9 "Weapon_Cak47.Clipout" } { event 5004 30 "Weapon_Cak47.Clipin" } { event 5004 50 "Weapon_Cak47.BoltPull" } } $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_L_Clavicle" $bonemerge "ValveBiped.Bip01_L_UpperArm" $bonemerge "ValveBiped.Bip01_L_Forearm" $bonemerge "ValveBiped.Bip01_L_Hand" $bonemerge "ValveBiped.Bip01_L_Wrist" $bonemerge "ValveBiped.Bip01_L_Finger4" $bonemerge "ValveBiped.Bip01_L_Finger41" $bonemerge "ValveBiped.Bip01_L_Finger42" $bonemerge "ValveBiped.Bip01_L_Finger3" $bonemerge "ValveBiped.Bip01_L_Finger31" $bonemerge "ValveBiped.Bip01_L_Finger32" $bonemerge "ValveBiped.Bip01_L_Finger2" $bonemerge "ValveBiped.Bip01_L_Finger21" $bonemerge "ValveBiped.Bip01_L_Finger22" $bonemerge "ValveBiped.Bip01_L_Finger1" $bonemerge "ValveBiped.Bip01_L_Finger11" $bonemerge "ValveBiped.Bip01_L_Finger12" $bonemerge "ValveBiped.Bip01_L_Finger0" $bonemerge "ValveBiped.Bip01_L_Finger01" $bonemerge "ValveBiped.Bip01_L_Finger02" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.Bip01_R_Wrist" $bonemerge "ValveBiped.Bip01_R_Finger4" $bonemerge "ValveBiped.Bip01_R_Finger41" $bonemerge "ValveBiped.Bip01_R_Finger42" $bonemerge "ValveBiped.Bip01_R_Finger3" $bonemerge "ValveBiped.Bip01_R_Finger31" $bonemerge "ValveBiped.Bip01_R_Finger32" $bonemerge "ValveBiped.Bip01_R_Finger2" $bonemerge "ValveBiped.Bip01_R_Finger21" $bonemerge "ValveBiped.Bip01_R_Finger22" $bonemerge "ValveBiped.Bip01_R_Finger1" $bonemerge "ValveBiped.Bip01_R_Finger11" $bonemerge "ValveBiped.Bip01_R_Finger12" $bonemerge "ValveBiped.Bip01_R_Finger0" $bonemerge "ValveBiped.Bip01_R_Finger01" $bonemerge "ValveBiped.Bip01_R_Finger02" [/code] Thanks!
Bump
Why won't anyone help me?
Have more patience, maybe the right person just not looked at your thread yet. oh why the hell you mske your thread with a humor icon?
I thought it was the help icon, i was a bit asleep there.
bump Interestingly enough, the css hands make this look even worse. there are some deformities on the arms.
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[QUOTE=buu342;44379464]Bump[/QUOTE] Try lowering the bone when animating.
[QUOTE=I'm great;44379724]Try lowering the bone when animating.[/QUOTE] It has nothing to do with that, maxofs2d used dod:s rigs as a base, so technically, making a gmod skin is pretty much the same as a dod:s skin, now figure it out
[QUOTE=se7en2;44382169]It has nothing to do with that, maxofs2d used dod:s rigs as a base, so technically, making a gmod skin is pretty much the same as a dod:s skin, now figure it out[/QUOTE] Wrong, we used the HEV hands as a base [editline]29th March 2014[/editline] I'm not sure what is happening, it looks like the helper bone isn't kicking in? [url]http://source.maxofs2d.net/gmod/c_arms_citizen.7z[/url] Include c_arms_vrd in your QC $proceduralbones c_arms_vrd.vrd
[QUOTE=MaxOfS2D;44390268]Wrong, we used the HEV hands as a base [editline]29th March 2014[/editline] I'm not sure what is happening, it looks like the helper bone isn't kicking in? [url]http://source.maxofs2d.net/gmod/c_arms_citizen.7z[/url] Include c_arms_vrd in your QC $proceduralbones c_arms_vrd.vrd[/QUOTE] [IMG_thumb]http://i.imgur.com/xe1yxJA.jpg[/IMG_thumb] Well it did better, but not quite there. Should i put the $proceduralbones after or before i include the model bones?
it doesn't make a difference
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