• Custom Player model Animations
    13 replies, posted
Hi, I am looking for any documentation, guides, tutorials or a quick 'how-to' on creating custom player model aniamtions for gmod. Thanks! [editline]23rd July 2011[/editline] HELPPP, bump.
Google, or the search button on the forums.
There is next to nothing on custom player animation :[, just snippets here and there but no whole tutorial or a show-how...
dose anyone know anything about this?
I'm not going to tell you how to animate. Hopefully you should know how to do that. Simply make the animations you want on the hl2 skeleton and compile them as an mdl, then decompile the player models you want to have them and use $includemodel.
Shouldn't that be the other way around
[QUOTE=Game Zombie;31336830]Shouldn't that be the other way around[/QUOTE] Not sure what you mean, if you mean to have the custom animations built into each model I suppose that would work, the main downside though would be if more anims were added or the existing ones were redone then you'd have to recompile/redownload every single model again instead of just one. If you mean decompile the default anims models and add to them that'd also work, but then every playermodel would break whenever the default anims were updated.
I should probably explain what I was thinking a bit more. Shouldn't he hex the default player animations and then compile his custom animations while using $includemodel on the original animations and name it what the defaults were originally named
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So let me get this straight... I make the anim with a hl2 human skeleton, (male in this case) and then compile that into a .mdl, called m_anm_extra.mdl, and then I compile another .qc saying what (?) but including m_anm_extra? And then that will work all fine in gmod without any extra lua or bs?
A good starting guide is this set of videos by superaldo: [url]http://www.youtube.com/watch?v=PoBAWUoYr0o[/url] [url]http://www.youtube.com/watch?v=eqm9YVKtvSE[/url] Using the $includemodel method of animations is good since you just have to compile a small external file instead of the whole model again. For this video I made: [url]http://www.youtube.com/watch?v=Oy5X-6c7DuE[/url] This was the code for the external custom animations. "Pyro_animations2.mdl" was the valve animation file renamed [quote]$modelname "player/pyro_animations.mdl" $includemodel "player/pyro_animations2.mdl" $include "sharedbones.qci" $sequence 0_notice "notice" loop fps 30.00 $sequence 0_idle01 "idle01" loop fps 20.00 $sequence 0_notice2 "notice2" loop fps 40.00 $sequence 0_notice3 "notice2" loop fps 15.00 $sequence 0_insultfull "insultfull" loop fps 35.00 $sequence 0_insultgetup "insultgetup" loop fps 30.00 $sequence 0_confused01 "confused01" loop fps 40.00 $sequence 0_confused02 "confused01" loop fps 15.00 $sequence 0_blast "blast" fps 30.00 { { event AE_CL_CREATE_PARTICLE_EFFECT 50 "blast follow_attachment weapon_bone_L"} } $sequence 0_blastfinish "blastfinish" loop fps 45.00[/quote] The code for the KF model is about the same, but I cant find my .QC at the moment. What the tutorial does not show is how to create the sharedbones.qci file. Its been a while, but im pretty sure I made it with GUIStudio compiler "print bones" option from the reference model, and then used notepad++ to remove any errors. The animations were triggered both by faceposer and on some quick&dirty cases, I just created a prop_dynamic and set the animation by looking at the model and putting into the console: ent_fire !picker setanimation 0_notice Im sure there are some LUA-based ways to trigger animations as well, but I have not researched any tools/scripts.
[QUOTE=UchihaItachi;31350642]So let me get this straight... I make the anim with a hl2 human skeleton, (male in this case) and then compile that into a .mdl, called m_anm_extra.mdl, and then I compile another .qc saying what (?) but including m_anm_extra? And then that will work all fine in gmod without any extra lua or bs?[/QUOTE] If you're doing it for one model then you could compile your custom animations as m_anm_extra then in your new model use $includemodel for all the other animations and your custom one. You'd still need a lua file for it to know it's a player model but other then that it'd be fine
I've added custom animations before, but you don't need to go and create a whole new .mdl with animation sets so you have something to refrence the $includesmodel tag with if you just want it for 1 player model. [CODE]$sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00 $sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 30.00 [/CODE] These tags were used when compiling a model with a new Crowbar animation. if you make an animation and import it's .smd with the same name as another sequence within the m_anm.mdl and add it in the .qc with these tags, the .smd will replace the one in the m_anm.mdl during the compile. you can still have the $includes model tag in the same .qc when compiling, so you can still use Garry's default animations while still including your custom ones. Edit: seems i'm a bit late...
[QUOTE=OneWingedAngel8;31354814] [CODE]$sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00 $sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 30.00 [/CODE] These tags were used when compiling a model with a new Crowbar animation. if you make an animation and import it's .smd with the same name as another sequence within the m_anm.mdl and add it in the .qc with these tags, the .smd will replace the one in the m_anm.mdl during the compile. you can still have the $includes model tag in the same .qc when compiling, so you can still use Garry's default animations while still including your custom ones.[/QUOTE] Ok, I say I wanted to make the animation for the male skeleton so any male player models would be using the animation, all I would have to do is; 1) make the animation (1 animation in this case, a jump) 2) Save the animation as one of the existing ACT's inside m_anm (e.g. ACT_HL2MP_JUMP_MELEE) 3) Compile the .qc and put the new m_anm in my models/player folder in gmod 4) Bam it works?
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