• 3DS MAX RIG INTO PLAYERMODEL?
    8 replies, posted
Hi, through 3ds max I've succesfully rigged a character model to a valve skeleton (male 007) and it's rispective hands (to the standard citizen hands); can someone tell me which are the steps to turn these into a Gmod playermodel and its playerhands? (sorry for the bad therminology, i'm far from professional at this XD)
First of all, you should be posting this [url=http://facepunch.com/forumdisplay.php?f=40]here[/url] as: 1) The sticky clearly says that this isn't the place for asking for help 2) We have a section JUST for modelling. Luckily, I can help you out. My suggestion is that you decompile an already existing playermodel and you copy everything except the reference smd. Then you edit the QC so that the model is set up how you want and you then finally compile. Same applies for the hands.
[QUOTE=buu342;47703095]First of all, you should be posting this [url=http://facepunch.com/forumdisplay.php?f=40]here[/url] as: 1) The sticky clearly says that this isn't the place for asking for help 2) We have a section JUST for modelling. Luckily, I can help you out. My suggestion is that you decompile an already existing playermodel and you copy everything except the reference smd. Then you edit the QC so that the model is set up how you want and you then finally compile. Same applies for the hands.[/QUOTE] And where do I find a playermodel to decompile?
[QUOTE=Dinamosaur;47703692]And where do I find a playermodel to decompile?[/QUOTE] Either get one from the garrysmod.vpk, or get one from a workshop addon.
Off we go to the modelling forum. [url]http://wiki.garrysmod.com/page/Player_model_compilation[/url]
You have to export the model as an SMD (which you can get by googling for Source Modelling tools for 3DS Max), then, make a .qc using this format: [url]https://developer.valvesoftware.com/wiki/QC[/url]
[QUOTE=code_gs;47710265]You have to export the model as an SMD (which you can get by googling for Source Modelling tools for 3DS Max), then, make a .qc using this format: [url]https://developer.valvesoftware.com/wiki/QC[/url][/QUOTE] Exporting the models as SMD was a piece of cake; writing the QC will be a MASSIVE pain for a noob like me! :(
Decompile a model and copy its QC for the format. Note that you'll have to copy each bone position and parent for $definebone
You can always just generate that automatically with studiomdl
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