• View Model Rotation Help
    3 replies, posted
This is what it currently looks like, zoomed out: [IMG]https://dl.dropboxusercontent.com/u/31912716/forfacepunch.png[/IMG] Here is the .qc: [CODE]$cd "E:\Modelling\Decompiled MDLs\Colt 1911\view_model" $modelname "tg\weaponsv11\m1911\view_model\v_tg_pist_m1911.mdl" $model "studio" "colt_reference2.smd" $cdmaterials "tg\weaponsv11\m1911\view_model\" $cdmaterials "models\weapons\v_models\hands\" $hboxset "default" // Model uses material "v_hands.vmt" // Model uses material "1911_D.vmt" $attachment "1" "mnine" -1.50 -15.50 -1.90 rotate 0.00 -0.00 -0.00 $attachment "2" "slidey" -1.50 -15.00 -1.90 rotate 0.00 -0.00 -0.00 $surfaceprop "default" $illumposition 4.979 2.344 -9.149 $sequence idle "idle" ACT_VM_IDLE 1 fps 16.00 $sequence shoot1 "shoot1" ACT_VM_PRIMARYATTACK 1 fps 25.00 rotate 90 { { event 5001 0 "1" } { event 5004 1 "Weapon_DEagle.boom" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" } } $sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK 1 fps 25.00 { { event 5001 0 "1" } { event 5004 1 "Weapon_DEagle.boom" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" } } $sequence shoot_empty "shoot_empty" ACT_VM_DRYFIRE 1 fps 25.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" } } $sequence reload "reload" ACT_VM_RELOAD 1 fps 35.00 { { event 5004 13 "Weapon_DEagle.imout" } { event 5004 34 "Weapon_DEagle.igetone" } { event 5004 61 "Weapon_DEagle.kachow" } } $sequence draw "draw" ACT_VM_DRAW 1 fps 40.00 { { event 5004 14 "Weapon_DEagle.seethis" } } [/CODE] What rotations would I apply where to fix it? Thanks in advance.
Hiho! Are the hands and the gun a single model? Otherwise, Try this: $origin 0 0 0 90 ($origin X Y Z Degree) After the command $illumposition 4.979 2.344 -9.149
I manually forced the view model forward with a tool in order to see how it was rotated. In Gmod the view model includes the hands, but they're placed via bone I believe. I could be incorrect. I'm a novice at this. [editline]5th January 2014[/editline] Applying rotate -90 seems to have had no effect at all. I'm stumped. [editline]5th January 2014[/editline] Normally it at least would've changed it, even if it was in the wrong direction, no?
I am assuming you decompiled a model to edit it because this is an issue with HL2 decompilers. You have to check "Do not fix rotations on animations" for it to work (assume you decompiled the model)
Sorry, you need to Log In to post a reply to this thread.