• Swapping Model Animations?
    6 replies, posted
I know it's possible, but how do you swap model animations (e.g. Citizen animations to Grigori)? A tutorial or link to one would be great. Any help is much appreciated.
Decompile the model, then in the QC change the $includemodel's from the one it has to the ones you want (open the model that has said animations in a hex editor to see which ones you need, or decompile it aswell and copy paste its anims into the one your changing's QC), then recompile.
[QUOTE=Silver Spirit;17156364]Decompile the model, then in the QC change the $includemodel's from the one it has to the ones you want (open the model that has said animations in a hex editor to see which ones you need, or decompile it aswell and copy paste its anims into the one your changing's QC), then recompile.[/QUOTE] A bit of elaboration please? Sorry, I'm not too familiar with all of this yet. Used to mapping.
I've yet to do a tutorial on decompiling, altering and recompiling but it seems it may be becoming nessisary :S So if people could tell me what they'd need in a tutorial i'll try and do it at some point. I'll do a simple version for now here: Decompile the model (i'm assuming you've set it up, as i'm not explaining that here, way too long) your wanting to replace the anims of (say your citizen model) using StudioCompiler (as i've found it works best for base HL2 Models). You will get 3 smd files a vta file and a qc file. Open the QC file in your text editor of choice (I use Notepad). There will be lines like "$model" and "$cdmaterials", ignore them what you want it "$includemodel", these lines tell the engine which animation models are to be used with this model's seketon to animate it, if you wanted to add gregori's anims you would have to decompile him also (see above) or find the model and open it with a hex editor to check the anims (usually listed above the materials). Lets say you decompiled him you would get a qc like with the other model, and in that would be "$includemodel" lines aswell, copy these lines and paste them in place of the other model's original "$includemodel" lines. now save it (the qc as a .qc if your doing save as) . recompile it using whatever one you want (I use studiomdl but studiocompiler works aswell). Then you will get a .mdl, .phy and 4 .vtx files in your garrysmod/garrysmod/models/(model path) folder (this is if you set your sdk up right). leave them there or move them to addons (makes no real difference). The anims are now replaced.
I tried giving Grigori citizen animations, and it fucked up the textures of his head. Any clue?
[QUOTE=G71tc4;17156793]I tried giving Grigori citizen animations, and it fucked up the textures of his head. Any clue?[/QUOTE] Yea I keep getting that with the citizens, no idea whats wrong though :S
Gonna try with an Elite. [editline]02:58PM[/editline] It worked. Thanks for the help!
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