• [WIP] Vindictus Playermodel + Custom animation
    3 replies, posted
I've been working at this for a few days now, but this being my first created player model doesn't help my progress. So far I've managed to compile the model and have the ragdoll in Gary's Mod. I can also use the linked animations while in the model viewer. [IMG]http://i1237.photobucket.com/albums/ff464/Kio3360/Untitled_zps62d809f3.png[/IMG] The questions I need answered are: 1. How do I get these animations to work on the player model? 2. How do I make a motions file in the case that I need to edit some of the animations? I've already tried to recompile a set of animations for the model, but it ends with an access violation when trying to write the mdl file. I can provide QCs if they're needed.
Bump...
Now when you say you want that as a player animations do you mean on top of the current gmod player animations or to replace the current animations with the ones from Vindictus? If its the first your out of luck, that would require them to be on the same skeleton. Which I don't believe they are so unless you preform some sort of wizard magic you can probably dismiss that idea unless you re-create all the animations by hand using the valve skeleton and the original animations as a reference. If you want to replace the player model animations with the ones from Vindictus that is more possible though still difficult. You'd have to make it so every gesture and animation from one of the Vindictus animations matched up to the handles on the valve animations. (Like say shoot_smg.smd would be something like ACT_SHOOT_SMG1 in the qc so the engine knows what that action is for the code to handle it.) I'm not the most knowsy-whats-it on animations though it should be more than possible to bring it over as a snpc, and I don't see why with some lua magic you could make act as player models. I know a old gmod12 script had taken fallout, oblivion, and skyrim models and animations and brought them into source.
It would take some time, but I'm sure I could edit the existing animations to match up with the animations needed if I had to. I already tried the standard animations with this model and there was no dice there. I had figured since this was a Source skeleton and shared bone names that it might work. Anyways, the problem now is that I can't find a proper model or animation set to reference from in blender while I remake the animations. One last question, when re-creating each animation, would I have to delete each bone that doesn't have movement and leave only the ones that move? I experimented this myself and when blending between running and holding a weapon, it stops the running animation. This was including the bones that had no movement. Thanks for your help.
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