The viewmodel arms I downloaded from " Using Viewmodel Hands " when imported into blender, appear at the cursor with a single parent bone with the model arms and the main bones way above it.
https://files.facepunch.com/forum/upload/288606/b092ac0a-7916-4d0f-9220-df4bcc068942/blndr.JPG
There is literally only one tutorial I can find that shows how to rig and animate a viewmodel, but their viewmodel import doesn't have this extra bone and spawns right on the cursor. I just need to know if this affects anything. I was having animation problems a little later on, but I can't say for sure it was because of this.
Moved to the correct section.
Viewmodels are very easy to make so don't worry, if it's for a weapon / playermodel then the view of the player is the center of the planes, so set it's origin point to the spine bone by going into pose mode, selecting the spine bone, pressing SHIFT+S and "3d cursor to selected", then go to object mode and press CTRL+ALT+SHIFT+C and "origin to 3d cursor", then, still in object mode, press ALT+G to position it at the center, you can put a camera there to see how the animations of a weapon would look like.
The "extra bone" is supposed to be blender explicit, so it's useless and must be deleted in edit mode, same with the neck and head bone, do this before repositioning the mesh.
Thank you! I've been looking for information like this everywhere. Turns out the improper positioning of the origin was causing the issue I had during animations.
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