• Hook for Added Animation .mdl's to a Player
    2 replies, posted
What I'm looking for is a hook that adds an animation .mdl file to another model, such as a player. The reason I'm looking is because I want to add the Combine Soldier Turret animations to an Entity I'm working on. The other reason is so I can add the DoD:S player animation file to GMod so I can make a prone mod, as that is the only game that has such a thing (haven't tried the animation for Empires mod yet). Does anyone know of a hook like this? I know it's possible because a while ago Zoey made a video where a player could go prone. Thanks in advance.
If you have a model that has the same bones as the Combine Turret, you can use bonemerging to achieve that. For the prone animations, you'll probably have to animate em yourself: [QUOTE=CAS303;31351401]A good starting guide is this set of videos by superaldo: [url]http://www.youtube.com/watch?v=PoBAWUoYr0o[/url] [url]http://www.youtube.com/watch?v=eqm9YVKtvSE[/url] Using the $includemodel method of animations is good since you just have to compile a small external file instead of the whole model again. For this video I made: [url]http://www.youtube.com/watch?v=Oy5X-6c7DuE[/url] This was the code for the external custom animations. "Pyro_animations2.mdl" was the valve animation file renamed The code for the KF model is about the same, but I cant find my .QC at the moment. What the tutorial does not show is how to create the sharedbones.qci file. Its been a while, but im pretty sure I made it with GUIStudio compiler "print bones" option from the reference model, and then used notepad++ to remove any errors. The animations were triggered both by faceposer and on some quick&dirty cases, I just created a prop_dynamic and set the animation by looking at the model and putting into the console: ent_fire !picker setanimation 0_notice Im sure there are some LUA-based ways to trigger animations as well, but I have not researched any tools/scripts.[/QUOTE]
[QUOTE=amkoc;36146736]If you have a model that has the same bones as the Combine Turret, you can use bonemerging to achieve that. For the prone animations, you'll probably have to animate em yourself:[/QUOTE] I'd prefer not to have to do that but it seems like the best way since it's simple for me to do that.
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