I have a citizen ragdoll, and I want to add bodygroups to it, so he can wear different clothing.
ragdoll #1
https://files.facepunch.com/forum/upload/457476/b667d37b-325c-4f58-9b89-a45442826cf9/Képernyőfelvétel (101).png
The thing is, I have this buddy right here. (ragdoll #1)
This guys torso bodygroups suck, but he has cool face bodygroups. And I want to change his torso bodygroups to something like this:
ragdoll #2
https://files.facepunch.com/forum/upload/457476/b13ecbd3-8fc0-451d-bcf5-3a3a7e1839de/Képernyőfelvétel (102).png
Are there any ways I could add ragdoll #2's bodygroups to ragdoll #1?
Please let me know what tools do I need for this, and how to do it. Or link a good tutorial video.
I'd really appreciate your help!
Since they use the same skeleton, proportions and head, you'll just need to cut the head from the body for both models, leaving the model of the headless clothes alone, these will be the bodygroups.
You can probably find a place in the neck where vertices are the exact same, split them with V (in blender), I assume that just by splitting them, the vertex normals will still point in the correct direction, but from now on you will need to only use these models from blender, so no importing them back after you've exported, this is because the vertex normals will get recalculated once imported, and if you export again they will not fade once you combine the models.
Both the head, the body and the other body will still need the skeleton as if they were their own models, so you will need delete the armature modifier from the other parts if you only want to export the bodygroup (obviously you will also need to separate them with P and add the armature to those who don't have it).
As for the collision, you can just use one of the 2, they are probably the same, now for the QC:
$bodygroup clothes
{
studio "normal.smd"
studio "fancy.smd"
}
They are both "studio" because it's going to be either one or the other, if you were to put "blank" without specifying a model, you'd have a floating head, but it's useful if the bodygroup is used for an addition, like a hat where you have the choice not to wear a hat.
I suggest to leave everything from the original QC as is, for the exception of adding the new material path (or not, if you decide to move them in the same folder) and the bodygroup part.
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