How do I Take a Ragdoll and Make it a Playermodel?
7 replies, posted
I'm trying to learn how to do this, but I've had no luck finding a proper tutorial. I've tried google, but have had absolutely no help. I was hoping that someone on FP would know how to do this.
If someone could make a newbie-friendly tutorial, that would be great. Thanks.
Also if this is the wrong section, please move it. I don't know where else it would go.
Do you have any idea how to model?
The most effective method is simply rigging the model to the Valve skeleton that the existing player models use. If the bone alignment is the same, all you have to do is rename the bones and include the animations. Decompiling an existing player model will give you greater insight into how this is accomplished.
[QUOTE=Tanner;24307954]Do you have any idea how to model?
The most effective method is simply rigging the model to the Valve skeleton that the existing player models use. If the bone alignment is the same, all you have to do is rename the bones and include the animations. Decompiling an existing player model will give you greater insight into how this is accomplished.[/QUOTE]
I've never modelled, no idea how to. Which is why I need a very user-friendly tutorial.
[QUOTE=naughtydog;24308494]I've never modelled, no idea how to. Which is why I need a very user-friendly tutorial.[/QUOTE]
If you've never modelled at all before, this is probably the wrong thing to start off with.
First, you'll need modelling software; I use 3D Studio Max, but you might want to use [url="http://developer.valvesoftware.com/wiki/Blender"]Blender[/url], as it's free. The materials contained within that link should be a good start.
There's a lot of useful information on the [url="http://developer.valvesoftware.com/wiki/Category:Modeling"]Valve Developer Wiki[/url], but I'm not sure how much of it is blender-centric.
Isn't it possible to take a ragdoll, edit the scripts and make it a player model, do you realy need to model?
[QUOTE=BulletNRG;24308678]Isn't it possible to take a ragdoll, edit the scripts and make it a player model, do you realy need to model?[/QUOTE]
If you're hellbent on avoiding modelling, it is possible depending on the scenario. If the model shares the same skeleton as existing player models, its .qc can be amended to include the animation libraries used by player models and NPCs like so:
[code]$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"[/code]
If the names of the bones are unique or their alignment differs greatly, you'll have to edit the model in order to make these animations work.
[QUOTE=Tanner;24308874]If you're hellbent on avoiding modelling, it is possible depending on the scenario. If the model shares the same skeleton as existing player models, its .qc can be amended to include the animation libraries used by player models and NPCs like so:
[code]$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"[/code]
If the names of the bones are unique or their alignment differs greatly, you'll have to edit the model in order to make these animations work.[/QUOTE]
If the model is able to be a ragdool and npc, but i wan't it as player model, (i want to say that model shares the same skeleton as existing ones)
so i have a working ragdool and i want to make it a player model, with combine animations ([url]http://www.facepunch.com/showthread.php?p=24310981#[/url])
btw: this sounds very confusing
Refer to here: [url]http://www.facepunch.com/showthread.php?t=990679&postcount=8[/url]
Edit: Can't get that show single post thing to work :(
Sorry, you need to Log In to post a reply to this thread.