Does anyone know how to setup a QC file so I can compile a set of animations for:
A GMod Player Model
A GMod NPC
A CS:S Player Model
A HL2DM Player Model
The Garry's Mod ones would be the most useful to know (especially the NPC ones) but I could do with the others also (so I can make it work for everything).
Please search a little more.
Garry's Mod animations.
[lua]
male NPC:
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
male player:
$includemodel "m_anm.mdl"
$includemodel "m_gst.mdl"
$includemodel "m_pst.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_ss.mdl"
female NPC:
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "humans/female_postures.mdl"
female player:
$includemodel "f_anm.mdl"
$includemodel "f_gst.mdl"
$includemodel "f_pst.mdl"
$includemodel "f_shd.mdl"
$includemodel "f_ss.mdl"
Combine NPC:
$includemodel "combine_soldier_anims.mdl"
CS:S / Combine player
$includemodel "cs_fix.mdl"
[/lua]
CS:S animations.
[lua]
Counter Terrorist:
$includemodel "ak_anims_ct.mdl"
$includemodel "css_player_shared.mdl"
Terrorist:
$includemodel "ak_anims_t.mdl"
$includemodel "css_player_shared.mdl"
[/lua]
I'm too lazy to get the HL2DM anims.
Just decompile a HL2DM model, you'll find the anims used.
Thats not actually what I mean though, all you've put there is the models the animations are included in, what I need are the names of the actual animations (or more correctly the groups of animations) so that I can lable the custom animations as those that would be used. All that would happen if I used those which you've put it is a t-pose model as those are for the valve byped skeleton (unless i've got it wrong). Also I haven't been able to decompile any models as i've never been able to get any version of a decompiler to work.
Actually, that is quite useful anyway, thankyou :D (but not exactly what I was after, though I didn't really make it that clear sorry :S)
Edit: Just re-found this, which I think shows the GMod Player Anims (from here: [url]http://www.facepunch.com/showthread.php?t=524700[/url])
[QUOTE=DarkNovaClan;9653218] Complete List Of All Animations:
ACT_HL2MP_WALK_CROUCH
ACT_HL2MP_WALK
ACT_HL2MP_RUN
ACT_HL2MP_IDLE
ACT_HL2MP_IDLE_CROUCH
ACT_HL2MP_SIT
ACT_HL2MP_IDLE_PISTOL
ACT_HL2MP_IDLE_SHOTGUN
ACT_HL2MP_IDLE_SMG1
ACT_HL2MP_IDLE_AR2
ACT_HL2MP_IDLE_PHYSGUN
ACT_HL2MP_IDLE_GRENADE
ACT_HL2MP_IDLE_RPG
ACT_HL2MP_IDLE_CROSSBOW
ACT_HL2MP_IDLE_MELEE
ACT_HL2MP_IDLE_KNIFE
ACT_HL2MP_IDLE_SLAM
ACT_HL2MP_IDLE_FIST
ACT_HL2MP_IDLE_CROUCH_PISTOL
ACT_HL2MP_IDLE_CROUCH_SHOTGUN
ACT_HL2MP_IDLE_CROUCH_SMG1
ACT_HL2MP_IDLE_CROUCH_AR2
ACT_HL2MP_IDLE_CROUCH_PHYSGUN
ACT_HL2MP_IDLE_CROUCH_GRENADE
ACT_HL2MP_IDLE_CROUCH_CROSSBOW
ACT_HL2MP_IDLE_CROUCH_MELEE
ACT_HL2MP_IDLE_CROUCH_KNIFE
ACT_HL2MP_IDLE_CROUCH_SLAM
ACT_HL2MP_IDLE_CROUCH_FIST
ACT_HL2MP_WALK_PISTOL
ACT_HL2MP_WALK_SHOTGUN
ACT_HL2MP_WALK_SMG1
ACT_HL2MP_WALK_AR2
ACT_HL2MP_WALK_PHYSGUN
ACT_HL2MP_WALK_GRENADE
ACT_HL2MP_WALK_CROSSBOW
ACT_HL2MP_WALK_MELEE
ACT_HL2MP_WALK_KNIFE
ACT_HL2MP_WALK_SLAM
ACT_HL2MP_WALK_FIST
ACT_HL2MP_WALK_CROUCH_PISTOL
ACT_HL2MP_WALK_CROUCH_SHOTGUN
ACT_HL2MP_WALK_CROUCH_SMG1
ACT_HL2MP_WALK_CROUCH_AR2
ACT_HL2MP_WALK_CROUCH_PHYSGUN
ACT_HL2MP_WALK_CROUCH_GRENADE
ACT_HL2MP_WALK_CROUCH_CROSSBOW
ACT_HL2MP_WALK_CROUCH_MELEE
ACT_HL2MP_WALK_CROUCH_KNIFE
ACT_HL2MP_WALK_CROUCH_SLAM
ACT_HL2MP_WALK_CROUCH_FIST
ACT_HL2MP_RUN_PISTOL
ACT_HL2MP_RUN_SHOTGUN
ACT_HL2MP_RUN_SMG1
ACT_HL2MP_RUN_AR2
ACT_HL2MP_RUN_PHYSGUN
ACT_HL2MP_RUN_GRENADE
ACT_HL2MP_RUN_CROSSBOW
ACT_HL2MP_RUN_MELEE
ACT_HL2MP_RUN_KNIFE
ACT_HL2MP_RUN_SLAM
ACT_HL2MP_RUN_FIST
ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1
ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN
ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE
ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE
ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM
ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2
ACT_HL2MP_JUMP_PISTOL
ACT_HL2MP_JUMP_SHOTGUN
ACT_HL2MP_JUMP_SMG1
ACT_HL2MP_JUMP_AR2
ACT_HL2MP_JUMP_PHYSGUN
ACT_HL2MP_JUMP_GRENADE
ACT_HL2MP_JUMP_CROSSBOW
ACT_HL2MP_JUMP_MELEE
ACT_HL2MP_JUMP_KNIFE
ACT_HL2MP_JUMP_SLAM
ACT_HL2MP_JUMP_FIST
ACT_HL2MP_SIT_PISTOL
ACT_HL2MP_SIT_SHOTGUN
ACT_HL2MP_SIT_SMG1
ACT_HL2MP_SIT_AR2
ACT_HL2MP_SIT_PHYSGUN
ACT_HL2MP_SIT_GRENADE
ACT_HL2MP_SIT_RPG
ACT_HL2MP_SIT_CROSSBOW
ACT_HL2MP_SIT_MELEE
ACT_HL2MP_SIT_SLAM
ACT_HL2MP_SIT_FIST
ACT_HL2MP_FIST_BLOCK
ACT_GMOD_IN_CHAT
ACT_ITEM_DROP
ACT_ITEM_THROW
ACT_ITEM_PLACE
ACT_ITEM_GIVE
ACT_SIGNAL_FORWARD
ACT_SIGNAL_HALT
ACT_SIGNAL_GROUP
ACT_DRIVE_POD
ACT_DRIVE_AIRBOAT
ACT_DRIVE_JEEP
ACT_GMOD_SIT_ROLLERCOASTER
ACT_HL2MP_IDLE_PASSIVE
ACT_HL2MP_IDLE_CROUCH_PASSIVE
ACT_HL2MP_WALK_PASSIVE
ACT_HL2MP_WALK_CROUCH_PASSIVE
ACT_HL2MP_RUN_PASSIVE
ACT_HL2MP_JUMP_PASSIVE
ACT_HL2MP_IDLE_MELEE2
ACT_HL2MP_IDLE_CROUCH_MELEE2
ACT_HL2MP_WALK_MELEE2
ACT_HL2MP_WALK_CROUCH_MELEE2
ACT_HL2MP_RUN_MELEE2
ACT_HL2MP_JUMP_MELEE2 [/QUOTE]
No, those are the old animations that HL2DM uses.
Just extract the animations and playermodels from the "garrysmod content.gcf"
And load them up in the source SDK model viewer
[QUOTE=ShoTGuNGuY49;16566921]No, those are the old animations that HL2DM uses.
Just extract the animations and playermodels from the "garrysmod content.gcf"
And load them up in the source SDK model viewer[/QUOTE]
I can't get that thing to work either ¬.¬
[QUOTE=Silver Spirit;16566271]Thats not actually what I mean though, all you've put there is the models the animations are included in, what I need are the names of the actual animations (or more correctly the groups of animations) so that I can lable the custom animations as those that would be used. All that would happen if I used those which you've put it is a t-pose model as those are for the valve byped skeleton (unless i've got it wrong). Also I haven't been able to decompile any models as i've never been able to get any version of a decompiler to work.
Actually, that is quite useful anyway, thankyou :D (but not exactly what I was after, though I didn't really make it that clear sorry :S)
Edit: Just re-found this, which I think shows the GMod Player Anims (from here: [url]http://www.facepunch.com/showthread.php?t=524700[/url])[/QUOTE]
thats the list of actions and ive used some of them and they work. just add a sequence line like this:
$sequence idle_gravgun "youranimation.smd" "activity" ACT_HL2MP_IDLE_PHYSGUN youroptionshere
you can replace idle_gravgun with what ever you want (thats what the animation is called in HLMV), but ACT_HL2MP_IDLE_PHYSGUN (or whatever action you put in) is what the game uses to reconize the animation. take a look here for more info: http://developer.valvesoftware.com/wiki/$sequence
[QUOTE=thlaughincheese;16607294]thats the list of actions and ive used some of them and they work. just add a sequence line like this:
$sequence idle_gravgun "youranimation.smd" "activity" ACT_HL2MP_IDLE_PHYSGUN youroptionshere
you can replace idle_gravgun with what ever you want (thats what the animation is called in HLMV), but ACT_HL2MP_IDLE_PHYSGUN (or whatever action you put in) is what the game uses to reconize the animation. take a look here for more info: http://developer.valvesoftware.com/wiki/$sequence[/QUOTE]
Ah ok, I've read that before but I can't make much sense of it, what you've said there is alot more easy to understand thankyou :D
do you have any idea what this is for that Milkshape generated when I exported the Bender Anims as an SMD?
[code] // $animation <Group> <Name> <StartFrame> <NumFrames> <AnimRate>
$animation None AssSmack 0 38 18
$animation None Biggun_Aimed 38 12 35
$animation None Biggun_Burst 50 5 18
$animation Still Crouch 55 20 15
$animation None Crouch_Aimed 75 7 25
$animation None Crouch_Burst 82 4 15
$animation None Crouch_TurnL 86 1 15
$animation None Crouch_TurnR 87 1 15
$animation None CrouchB 88 28 42
$animation None CrouchF 116 28 42
$animation None CrouchL 144 10 30
$animation None CrouchR 154 10 30
$animation None DeathB 164 18 22
$animation None DeathF 182 18 18
$animation None DeathL 200 25 18
$animation None DeathR 225 25 18
$animation None DodgeB 250 13 28
$animation None DodgeF 263 13 28
$animation None DodgeL 276 13 28
$animation None DodgeR 289 13 28
$animation None DoubleJump 302 10 20
$animation None DoubleJumpB 312 10 20
$animation None DoubleJumpF 322 10 20
$animation None DoubleJumpL 332 10 20
$animation None DoubleJumpR 342 10 20
$animation None gesture_beckon 352 32 16
$animation None gesture_cheer 384 40 18
$animation None gesture_halt 424 28 18
$animation None gesture_point 452 28 15
$animation None Gesture_Taunt01 480 50 20
$animation None Gesture_Taunt02 530 35 18
$animation None Gesture_Taunt03 565 38 18
$animation None Hit_Head 603 1 15
$animation None HitB 604 1 15
$animation None HitF 605 1 15
$animation None HitL 606 1 15
$animation None HitR 607 1 15
$animation None Idle_Biggun 608 59 15
$animation None Idle_Character01 667 120 35
$animation None Idle_Character02 787 43 18
$animation None Idle_Character03 830 50 18
$animation None idle_chat 880 120 18
$animation None Idle_Rest 1000 59 15
$animation None Idle_Rifle 1059 60 18
$animation None Jump_Land 1119 1 15
$animation None Jump_Mid 1120 7 18
$animation None Jump_Takeoff 1127 6 18
$animation None JumpB_Land 1133 1 15
$animation None JumpB_Mid 1134 7 18
$animation None JumpB_Takeoff 1141 6 18
$animation None JumpF_Land 1147 1 15
$animation None JumpF_Mid 1148 8 18
$animation None JumpF_Takeoff 1156 6 18
$animation None JumpL_Land 1162 1 15
$animation None JumpL_Mid 1163 7 18
$animation None JumpL_Takeoff 1170 6 18
$animation None JumpR_Land 1176 1 15
$animation None JumpR_Mid 1177 7 18
$animation None JumpR_Takeoff 1184 6 18
$animation None PThrust 1190 86 20
$animation None Rifle_Aimed 1276 12 40
$animation None Rifle_Burst 1288 4 15
$animation None RunB 1292 19 40
$animation None RunF 1311 19 40
$animation None RunL 1330 19 42
$animation None RunR 1349 19 42
$animation None SlideB 1368 1 15
$animation None SlideF 1369 1 15
$animation None SlideL 1370 1 15
$animation None SlideR 1371 1 15
$animation None Specific_1 1372 91 15
$animation None Swim_Tread 1463 19 20
$animation None SwimB 1482 19 25
$animation None SwimF 1501 19 25
$animation None SwimL 1520 19 25
$animation None SwimR 1539 19 25
$animation None ThroatCut 1558 60 20
$animation None TurnL 1618 10 22
$animation None TurnR 1628 10 22
$animation None Vehicle_Driving 1638 1 15
$animation None WalkB 1639 24 40
$animation None WalkF 1663 24 40
$animation None WalkL 1687 24 40
$animation None WalkR 1711 24 40
$animation None WallDodgeB 1735 12 22
$animation None WallDodgeF 1747 12 22
$animation None WallDodgeL 1759 12 22
$animation None WallDodgeR 1771 12 22
$animation None Weapon_Switch 1783 11 30
[/code]
Though I suspect from what you said, you need a separate smd for each anim (which I think I now have, so i'll have to try it).
Also how do you make the ragdoll idle anim thats always referred to but never explained in ragdoll tutorials?
Sorry to ask so much but i've also found theres no "skeletal" export option in milkshape for the smds which i'm sure was mentioned as being needed for exporting the anims.
[QUOTE=Silver Spirit;16609068]Ah ok, I've read that before but I can't make much sense of it, what you've said there is alot more easy to understand thankyou :D
do you have any idea what this is for that Milkshape generated when I exported the Bender Anims as an SMD?
[code] // $animation <Group> <Name> <StartFrame> <NumFrames> <AnimRate>
$animation None AssSmack 0 38 18
$animation None Biggun_Aimed 38 12 35
$animation None Biggun_Burst 50 5 18
$animation Still Crouch 55 20 15
$animation None Crouch_Aimed 75 7 25
$animation None Crouch_Burst 82 4 15
$animation None Crouch_TurnL 86 1 15
$animation None Crouch_TurnR 87 1 15
$animation None CrouchB 88 28 42
$animation None CrouchF 116 28 42
$animation None CrouchL 144 10 30
$animation None CrouchR 154 10 30
$animation None DeathB 164 18 22
$animation None DeathF 182 18 18
$animation None DeathL 200 25 18
$animation None DeathR 225 25 18
$animation None DodgeB 250 13 28
$animation None DodgeF 263 13 28
$animation None DodgeL 276 13 28
$animation None DodgeR 289 13 28
$animation None DoubleJump 302 10 20
$animation None DoubleJumpB 312 10 20
$animation None DoubleJumpF 322 10 20
$animation None DoubleJumpL 332 10 20
$animation None DoubleJumpR 342 10 20
$animation None gesture_beckon 352 32 16
$animation None gesture_cheer 384 40 18
$animation None gesture_halt 424 28 18
$animation None gesture_point 452 28 15
$animation None Gesture_Taunt01 480 50 20
$animation None Gesture_Taunt02 530 35 18
$animation None Gesture_Taunt03 565 38 18
$animation None Hit_Head 603 1 15
$animation None HitB 604 1 15
$animation None HitF 605 1 15
$animation None HitL 606 1 15
$animation None HitR 607 1 15
$animation None Idle_Biggun 608 59 15
$animation None Idle_Character01 667 120 35
$animation None Idle_Character02 787 43 18
$animation None Idle_Character03 830 50 18
$animation None idle_chat 880 120 18
$animation None Idle_Rest 1000 59 15
$animation None Idle_Rifle 1059 60 18
$animation None Jump_Land 1119 1 15
$animation None Jump_Mid 1120 7 18
$animation None Jump_Takeoff 1127 6 18
$animation None JumpB_Land 1133 1 15
$animation None JumpB_Mid 1134 7 18
$animation None JumpB_Takeoff 1141 6 18
$animation None JumpF_Land 1147 1 15
$animation None JumpF_Mid 1148 8 18
$animation None JumpF_Takeoff 1156 6 18
$animation None JumpL_Land 1162 1 15
$animation None JumpL_Mid 1163 7 18
$animation None JumpL_Takeoff 1170 6 18
$animation None JumpR_Land 1176 1 15
$animation None JumpR_Mid 1177 7 18
$animation None JumpR_Takeoff 1184 6 18
$animation None PThrust 1190 86 20
$animation None Rifle_Aimed 1276 12 40
$animation None Rifle_Burst 1288 4 15
$animation None RunB 1292 19 40
$animation None RunF 1311 19 40
$animation None RunL 1330 19 42
$animation None RunR 1349 19 42
$animation None SlideB 1368 1 15
$animation None SlideF 1369 1 15
$animation None SlideL 1370 1 15
$animation None SlideR 1371 1 15
$animation None Specific_1 1372 91 15
$animation None Swim_Tread 1463 19 20
$animation None SwimB 1482 19 25
$animation None SwimF 1501 19 25
$animation None SwimL 1520 19 25
$animation None SwimR 1539 19 25
$animation None ThroatCut 1558 60 20
$animation None TurnL 1618 10 22
$animation None TurnR 1628 10 22
$animation None Vehicle_Driving 1638 1 15
$animation None WalkB 1639 24 40
$animation None WalkF 1663 24 40
$animation None WalkL 1687 24 40
$animation None WalkR 1711 24 40
$animation None WallDodgeB 1735 12 22
$animation None WallDodgeF 1747 12 22
$animation None WallDodgeL 1759 12 22
$animation None WallDodgeR 1771 12 22
$animation None Weapon_Switch 1783 11 30
[/code]
Though I suspect from what you said, you need a separate smd for each anim (which I think I now have, so i'll have to try it).
Also how do you make the ragdoll idle anim thats always referred to but never explained in ragdoll tutorials?
Sorry to ask so much but i've also found theres no "skeletal" export option in milkshape for the smds which i'm sure was mentioned as being needed for exporting the anims.[/QUOTE]
1. i have no idea what milk shape generated for you cus i use 3ds max but the key to what that all means is right at the top. when theres a // in a line of code it means its a comment, so its not a part of the code and is just there to tell the coder something. so the first word is just to declare that its an animation, the second tells the group, the third word is the animation name, the first number is the frame it starts at, the second number is how many frames the animation has and the last is the fram the animaton ends at. i dont know that you do with that.
2. to make the ragdoll just take you model without any animations, and export it as a animation smd. in the qc file, add this line:
$sequence ragdoll "yoursmdhere" ACT_DIERAGDOLL 1 fps 30.00
3. as i said before i dont use milkshape so ill try my best. when you press export it should give you some options for you to chose. there should be a option to export it as a sequence smd. select that and export it.
hope this helps =)
edit: btw when you make an animation you dont need the mesh, you can just animate the bones without the mesh. when it playes the animation, the engine just snaps the bones with the same name together
Right so animations must be exported as Sequence got it :)
What I meant with the code is how do I use that to include the animations in the model, or is it code left over from an older version which is no longer used?
[QUOTE=Silver Spirit;16610224]Right so animations must be exported as Sequence got it :)
What I meant with the code is how do I use that to include the animations in the model, or is it code left over from an older version which is no longer used?[/QUOTE]
you dont need that piece of code to include the animations into the model, all you have to do is make the animations and set up a sequence line in the qc for every animation you want in your model
If I had a mario ragdoll, would I be able to do this to his qc to give him animations?
[QUOTE=EricMirram;16745221]If I had a mario ragdoll, would I be able to do this to his qc to give him animations?[/QUOTE]
If it was on the HL2 skeleton, yes.
[QUOTE=EricMirram;16745221]If I had a mario ragdoll, would I be able to do this to his qc to give him animations?[/QUOTE]
[QUOTE=ShoTGuNGuY49;16745436]If it was on the HL2 skeleton, yes.[/QUOTE]
Or you made custom anims (which is still what i'm trying to do).
Also how do you define the weapon attachment point?
[QUOTE=Silver Spirit;16745583]Or you made custom anims (which is still what i'm trying to do).
Also how do you define the weapon attachment point?[/QUOTE]
you can't because every weapon is parented to the right hand on the valve skeleton. this cannot be changed unless you modify the weapon it self, but then it will not look the same on the other player models. the weapon model has bones with the same name as the ones on the valve skeleton that it wants to be parented to so when the game runs, the source engine snaps the bones with the same name together. it you dont know what i mean, just decompile a weapon and look at its refference model. i am currently making custom animations for my custom ragdoll so feel free to ask any more questions about animating
NOTE: when you animate it, i recommend using the same number of frames that the valve animations have. i am not entirely sure about this but i read some where that when they tried to make sonic into a ragdoll that had a different amounts of frames, it studdered once and a while
[QUOTE=EricMirram;16745221]If I had a mario ragdoll, would I be able to do this to his qc to give him animations?[/QUOTE]
well the source engine, as well as other engines, stores its animations in differences of rotations and\or tranlations of bones inside a model. this means if you can scale down the vavle biped and have the bones fit perfectly into mario, than you can use the $includemodel command line to give him that player model animations. if you cannot fit mario into the valve skeleton, than you will have to animate and rig him yourself.
[QUOTE=thlaughincheese;16833969]you can't because every weapon is parented to the right hand on the valve skeleton. this cannot be changed unless you modify the weapon it self, but then it will not look the same on the other player models. the weapon model has bones with the same name as the ones on the valve skeleton that it wants to be parented to so when the game runs, the source engine snaps the bones with the same name together. it you dont know what i mean, just decompile a weapon and look at its refference model. i am currently making custom animations for my custom ragdoll so feel free to ask any more questions about animating[/QUOTE]
Right so you mean I would have to make a completely new model for each weapon to use with that particular model, rig the model the the valve biped skeleton, or name the hand bones the same as the valve biped one? (also decompiling anything is an issue due to it never working).
[QUOTE=Silver Spirit;16834007]Right so you mean I would have to make a completely new model for each weapon to use with that particular model, rig the model the the valve biped skeleton, or name the hand bones the same as the valve biped one? (also decompiling anything is an issue due to it never working).[/QUOTE]
you dont need to remake anything, all you have to do it make sure the right hand is named exactly like in the valve skeleton and make sure that it has identical angles. to make sure it has identical angles i recommend you take valve's right hand from the skeleton and use it to replace your right hand, just the hand bone, not the fingers.
[QUOTE=thlaughincheese;16834160]you dont need to remake anything, all you have to do it make sure the right hand is named exactly like in the valve skeleton and make sure that it has identical angles. to make sure it has identical angles i recommend you take valve's right hand from the skeleton and use it to replace your right hand, just the hand bone, not the fingers.[/QUOTE]
Does it have to be in the same place? or could I name something else the hand bone so I could have the weapon not in the model's hand (e.g. floating)?
Also I just made an animation for a lava lamp's lava moving (see [url=http://www.facepunch.com/showthread.php?t=794675]here[/url]) and it doesn't and I don't know why, as i'm sure I exported it as a sequence SMD and defined it as the idle anim in the QC (unless you can't do that?)
[QUOTE=Silver Spirit;16847161]Does it have to be in the same place? or could I name something else the hand bone so I could have the weapon not in the model's hand (e.g. floating)?
Also I just made an animation for a lava lamp's lava moving (see [url=http://www.facepunch.com/showthread.php?t=794675]here[/url]) and it doesn't and I don't know why, as i'm sure I exported it as a sequence SMD and defined it as the idle anim in the QC (unless you can't do that?)[/QUOTE]
1) no the hand bone does not have to be in the same place so you can name the hand bone somethingelse and you can have a bone named like the valve biped's and have it floating. btw what model are you making? it sounds interesting with the floating weapon.
2) at i mentioned earlier animatons are stored in differences of translations and/or rotations of bones. so to make the animation, you must attach a bone to each piece of the lava in the model and then move the bones around to animate it. if you just moved parts of the mesh around, it would not work because the mesh is not stored into the sequence smd. i have never seen an animated prop before probably because it would cause lag. if it does not work even when you animated it with the bones, than that means that it needs to have some kind of trigger.
What I am trying to make with the floating weapon is a replica of the SSB:Melee Mewtwo as an NPC/Playermodel and when it uses weapons they float infront and around it :) [url=http://www.youtube.com/watch?v=_oGvNoshFjY]Video[/url]
I think the problem might be the collision model, i'll try re-doing it with a propper one, as I just used the reference (and it is properly animated with bones and everything :P)
[QUOTE=Silver Spirit;16860122]What I am trying to make with the floating weapon is a replica of the SSB:Melee Mewtwo as an NPC/Playermodel and when it uses weapons they float infront and around it :) [url=http://www.youtube.com/watch?v=_oGvNoshFjY]Video[/url]
I think the problem might be the collision model, i'll try re-doing it with a propper one, as I just used the reference (and it is properly animated with bones and everything :P)[/QUOTE]
it that case dont parent the hand bone to anything. if your decompiler was working, you could import the weapon reference model and parent it with the right hand bone to make it easier to get the weapon positions right. im looking forward to how this model turns out
Well I tried making a new collision model for the lava lamp and it still seems to be using the original (reference) model as the collision model (even though I defined the new one in the QC), any ideas whats going on? :S
Theres some sort of V_hands reference SMD in the SDK stuff, would this have the correctly defined bones? Also do you mean to add the weapon bones (if there is them, I don't know I haven't looked at a V_model decompiled before) in aswell to the model so they can be moved around correctly?
[QUOTE=Silver Spirit;16860811]Well I tried making a new collision model for the lava lamp and it still seems to be using the original (reference) model as the collision model (even though I defined the new one in the QC), any ideas whats going on? :S
Theres some sort of V_hands reference SMD in the SDK stuff, would this have the correctly defined bones? Also do you mean to add the weapon bones (if there is them, I don't know I haven't looked at a V_model decompiled before) in aswell to the model so they can be moved around correctly?[/QUOTE]
1) i dont know. maybe its not aligned properly with the model?
2) all you have to do it name the bones the same for the weapons to work. no dont add the weapon bones. i ment that you could import the weapons mesh as a reference for the hand positions if you wanted to.
[QUOTE=thlaughincheese;16861047]1) i dont know. maybe its not aligned properly with the model?
2) all you have to do it name the bones the same for the weapons to work. no dont add the weapon bones. i ment that you could import the weapons mesh as a reference for the hand positions if you wanted to.[/QUOTE]
It is alligned right as I just removed the middle bit, i didn't move it at all.
Ah ok.
I have a Mario that is rigged and has animations, so would that work if I wanted to make him an NPC or so?
[QUOTE=EricMirram;16883576]I have a Mario that is rigged and has animations, so would that work if I wanted to make him an NPC or so?[/QUOTE]
What animations has it got?
I also have luigi rigged and animated.
[editline]08:06PM[/editline]
I have them as player models, so I believe they are animated right, correct?
[QUOTE=EricMirram;16883720]I also have luigi rigged and animated.
[editline]08:06PM[/editline]
I have them as player models, so I believe they are animated right, correct?[/QUOTE]
If your talking about the CS:S ones, they only have CS:S anims, so no.
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