• How do you include your custom male or female anm.mdl to your model?
    7 replies, posted
In your main QC file for compiling your model how do you include your custom m_anm.mdl or f_anm.mdl so it doesn't include the default one? I believe I figured a way to create the custom .mdl files but I don't know how to force the compiler to use mine. where you noramlly type $includemodel m_anm.mdl etc.... what do I put instead? Do I put my "custom_anm.mdl" or whatever in the same folder as the QC and designate it somehow? Can someone show me an example?
Yeah, you can't name your animation file m_anm or f_anm because that conflicts with the default names. Otherwise, you could just move it to a different path.
Any suggestions on where to put it then (with a custom name) and how to write the qc line to recognize it?
$includemodel "themodel.mdl" The directory starts at "models", so dont include the word "models" in there. Like, say you put it in models/mymodel/mymodelanimations/thoseanimations.mdl Then you write $includemodel "mymodel/mymodelanimations/thoseanimations.mdl" If I'm wrong, someone correct me.
I think I'm following this, quick question though: what directory is "models" located at? Just a custom folder for where the qc is? [editline]8th July 2015[/editline] It's not working, I'm not sure where to put (For the sake of confusion, I'm gonna call my custom m_anm.mdl's as "custom.mdl"). My QC is in a folder called Custom Model, does the custom.mdl go in the same folder with the QC? Or folders called models/mymodel/mymodelanimations/custom.mdl (where do all those folders come from?) or is there a different directory that I place it in? like the garrysmod folder models folder?
Still needing help with this one please
Please keep your compiled files separate from your source files. If you're working from the animation source, it gets compiled into its own model and then re-included with $includemodel. Thus you should keep the animation set separate from your model as well rather than cramming them into the same folder. Compile the animation set. Call it whatever and put it wherever. To match what you said earlier, I'll pretend this is cstm_anm.mdl and this has no path, thus ends up in models/. Your model itself would then use $includemodel cstm_anm.mdl to include the animations back into the model. The reason this is done is so that you may use the animation sets across various models without going overboard on file sizes or recompiling models constantly. Using $includemodel will build a bridge between your model and the animation file meaning the animations aren't technically compiled into the model and instead your model checks that path for a model fitting that name to leech animations from. Compiling this all together: Compile your animation set, include it in the model, then ensure both of them both exist in the game's directory.
Got it so far! Now to make my edits! [B]SOLUTION FOR CUSTOM MODEL ANIMATIONS[/B] CaptainBigButt THANK YOU, I found where /models is located, it IS the one located simply in your /garrysmod folder. The animations compiled correctly and it used them correctly for the player animations. Now I can test my experiement by editing each animation seperately to achieve these perfect models I've been hunting for so long. I will post a solution to this and my other post if it works! THanks! [editline]9th July 2015[/editline] Oh, I always keep the files separate from source files. And thanks for puttin up with these topics I make :P!
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