• Trying to import gmod act player animations from Github into Blender
    10 replies, posted
I imported/downloaded the GMOD act commands from github and ported them into Blender, however, when I import the animation onto its own skeleton, it appears normal (the stick bones is the gmod act animation) - https://files.facepunch.com/forum/upload/481911/5a2fcf64-7967-4f21-a1ed-89a20188aea3/image.png whilst when I import that animation onto the CS playermodel (I assume very similar skeletons), it comes out extremely demolished/hellish - https://files.facepunch.com/forum/upload/481911/b4caccdf-951d-48ac-b220-d4ea359da32a/image.png How do I fix such atrocity?
I played with this for awhile using blender, and eventually got the same results! It would be best to delete the models rig and import a Valve Biped rig and apply to your character.... 2 things the 2 armatures have different bone names ( of course I don't have your character so don't know for certain if this is the same as your, but I guess it is!) even re-targeting the animations rig to the model rig gives bad results, as the bones are not the same or in the right places, so the whole thing gets mashed as in your second pix!
I fixed it and it's actually fairly simple - in the anims file after decompiling, you can literally just drag and drop the gmod animations (.smd), copy and paste one of the default sequences in the qc file, rename it (in accordance to the gmod animation), compile it, decompile it, and it should work afterwards. I have a CSGO playermodel - balkan variant c
Yeah I was wondering if this would work ...but didn't want to spend trying to see..but this would be a hell of alot faster than importing a new skeleton and all that is involved!!
It is much faster, though sadly I haven't been able to figure out how to implement it into legacy models/skeletons
Yeah, I believe that will force you to delete the skeleton and import the Valve Biped rig... easy (?) to assign it to the legacy mesh, and then you don't have to worry about mismatched names or locations, it will also allow you to apply the biped to just about any mesh model even if you have to add bones for hair weapons and the like.
I agree, I did do that - but I realized that the newer CSGO playermodel has a completely new skeleton, therefore any old Valvebiped rig (the new one is a "newer" biped rig, just not connected w/ lines only dots) animation will not work with the current
Dump the skeleton, and import the Valve biped rig and position assign to the mesh...etc... and then you can animate the MESH with the smd animations. You only care about the new skeleton if your trying to re-import back into CSGO. If just animating or compiling for SFM or any valve type game...the CSGO skeleton is unnecessary.
https://i.gyazo.com/6f906dd62308ca815d6f63634fc2cb3c.mp4
Looks GOOD!!
Thanks dude, now all I got to do is put it into csgo as triggerable action for a users playermodel, which I have no clue how to do
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