• Why is not the model where it should be? [ViewModel]
    4 replies, posted
In general, I did ViewModel (although it's better to say I tried), and that's what I modeled and I see this - https://files.facepunch.com/forum/upload/133103/89d7ac22-dd65-44d1-9a45-a3d56eddc8bc/Скриншот 24-04-2018 144405.jpg What is most offensive - the bones of the arm bent as it should, but the stick did not even think about getting up where it was needed. I can not so compiled the model? here by the way QC file: $modelname "weapons/Stick.mdl" $bodygroup "studio"  { studio "Stick.smd" } $proceduralbones c_arms_vrd.vrd $cdmaterials "materials/stick"    $attachment "1" "1911" 2.70 8.80 0.00 rotate 0 -90 0 $attachment "2" "1911" 1.70 3.80 0.00 rotate -30 -146 0 $surfaceprop "default" $contents "solid" $illumposition 3.995 -9.538 -6.393 $bbox -9.089 -11.527 -13.175 24.027 7.405 0.169 $cbox 0 0 0 0 0 0 $hboxset "default" $sequence "idle" "anims\Idle.smd" {     fps 30     "ACT_VM_IDLE" 1     loop     snap     node "Ready" } $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_L_Clavicle" $bonemerge "ValveBiped.Bip01_L_UpperArm" $bonemerge "ValveBiped.Bip01_L_Forearm" $bonemerge "ValveBiped.Bip01_L_Hand" $bonemerge "ValveBiped.Bip01_L_Wrist" $bonemerge "ValveBiped.Bip01_L_Finger4" $bonemerge "ValveBiped.Bip01_L_Finger41" $bonemerge "ValveBiped.Bip01_L_Finger42" $bonemerge "ValveBiped.Bip01_L_Finger3" $bonemerge "ValveBiped.Bip01_L_Finger31" $bonemerge "ValveBiped.Bip01_L_Finger32" $bonemerge "ValveBiped.Bip01_L_Finger2" $bonemerge "ValveBiped.Bip01_L_Finger21" $bonemerge "ValveBiped.Bip01_L_Finger22" $bonemerge "ValveBiped.Bip01_L_Finger1" $bonemerge "ValveBiped.Bip01_L_Finger11" $bonemerge "ValveBiped.Bip01_L_Finger12" $bonemerge "ValveBiped.Bip01_L_Finger0" $bonemerge "ValveBiped.Bip01_L_Finger01" $bonemerge "ValveBiped.Bip01_L_Finger02" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.Bip01_R_Wrist" $bonemerge "ValveBiped.Bip01_R_Finger4" $bonemerge "ValveBiped.Bip01_R_Finger41" $bonemerge "ValveBiped.Bip01_R_Finger42" $bonemerge "ValveBiped.Bip01_R_Finger3" $bonemerge "ValveBiped.Bip01_R_Finger31" $bonemerge "ValveBiped.Bip01_R_Finger32" $bonemerge "ValveBiped.Bip01_R_Finger2" $bonemerge "ValveBiped.Bip01_R_Finger21" $bonemerge "ValveBiped.Bip01_R_Finger22" $bonemerge "ValveBiped.Bip01_R_Finger1" $bonemerge "ValveBiped.Bip01_R_Finger11" $bonemerge "ValveBiped.Bip01_R_Finger12" $bonemerge "ValveBiped.Bip01_R_Finger0" $bonemerge "ValveBiped.Bip01_R_Finger01" $bonemerge "ValveBiped.Bip01_R_Finger02" or maybe I did not correctly make weight for the bone responsible for this stick? (Her name is the "1911", because I did this model following the ancient tutorial) I will attach a * .blend file in case this problem is more complicated than it seemed to me before :stick.blend PS: do not pay attention to the lack of texture, I'll deal with them.
The first person viewmodel camera is at 0 0 0. When making viewmodels, I usually like to place a camera with 90 fov there then animate from there.
Anyway, this is hardly a problem, by the way, where did you learn to make first-person models of weapons?
Under the assumption that you decompiled a v_crowbar or c_crowbar The weapon is rigged to the right hand bone and not to a separate bone, adding new bones to the reference skeleton won' apply to the other animations and as such your edited geometry and its new bone will sit somewhere random
If he links/parents the bone to the right hand it should work fine. He can also rig the object itself to the hand bone
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