Hi Facepunch. I've been experimenting on a little project editing how viewmodels in TF2 glitch out and misbehave when you're viewing such things as old demos / SourceTV demos / replays. I can compile things with no errors and can remedy little mistakes from bad formatting.
Here's an example of what I'm trying to do: I figured out how to make individual sequences rotate the viewmodel left offscreen via the 'noanimation' variable. If you're more versed in source software or whatever this is, I'd appreciate your help.
I'm a beginner, so i don't know what's really applicable and have only gotten this far through referring/ looking through the valve developer wiki / trial and error.
https://youtu.be/ttuXHkh87GE?t=60 1 minute in, the shotgun clips in from the upper left (like the smg in a later clip)
https://youtu.be/ttuXHkh87GE?t=83 in this point, it seems to slide into place from below, clipping through his hand
https://youtu.be/ttuXHkh87GE?t=216 the clip with the smg, the draw bit is offscreen instantly and then the smg itself rotates in and connects to its mag& the metal clip, its normal position
When i set up the individual sequence for weapon draw, i include "noanimation" (i had been looking for this for a long time) and it gave me the desired effect, it pulls left.
My issue is that regardless of having my idle or fire sequences (what comes after draw, naturally) with snap OR loop (what i thought would work), the shotgun doesn't rotate in or clip in how i would like, it's just instantly there. the same goes for smg, etc.
Is this about weightlists? weapon bones? I'm very close and never expected to be able to get this far.
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