i made the model using a hand-made armature. once it was exported, i compiled the model and had a look at the model viewer. below is the idle pose.
https://files.facepunch.com/forum/upload/263503/f2b9424e-5219-44af-86c8-c5f2415d95f2/Untitled (1).png
below is the idle_melee pose
https://files.facepunch.com/forum/upload/263503/12478277-4b19-4048-acfd-6f8638ea1ded/Untitled (2).png
and finally, there's the reload_shotgun pose 2019-05-27 00-37-44.mov
i am als going to provide a link to the files in google drive so you can see the model and qc. Nathan
i really hope that there may be a solution.
when nobody replies...
Did u bake animation ?
i was asked that before, and no i did not bake animations.
The reason people decompile an existing model isn't because they need the geometry, its because the skeleton (armature) it uses is very important when you plan on using preexisting animations
(like M_anim or F_anim)
Each bone's position/rotation/roll is important. If even one is off it will be altered when an animation is applied to it. Even altering the roll of a bone in a chain (like spine-1) of your custom model will roll it in place (or to be accurate back to where it thinks it should be) which can result in large sections of a model being skewed or rolled in place.
This is why porting models from other games to make into player-models isn't always a simple proposition. You end up having to alter the geometry and bone-weights to match your source(hl2) skeleton, often times removing entire bones and things, and altering proportions.
If you just need that model to be a ragdoll and not an animated character you can continue forward, otherwise you need to use the hl2 skeleton layout (barney for M_anim is a good choice)
so what you're saying is... a handmade armature will not work for the model and that i have to source one?
The animations file is a collection of transforms for a pre-defined skeleton. In other words you need to use that skeleton for your characters.
Even if you made the entire skeleton with correct naming and number of bones, the locations/rotations of each bone wouldn't be in the precise locations they need to be.
There is a public free program called crowbar which you can use to decompile a model you want to emulate. Import that model into your program and match the mesh you created to that skeleton.
i already have crowbar. for compiling and decompiling
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