Hey, I never did view models for c model hands or whatever it's called. I only know how to do it for the CSS hands. Are there any tutorials available other than inspecting files provided by gmod wiki?
I can provide my guides but they're directed towards blender users:
[video=youtube;m9HQ231R3MM]http://www.youtube.com/watch?v=m9HQ231R3MM[/video]
Part 1.5: [url]https://www.youtube.com/watch?v=iQM1dtUcSik[/url]
Part 2: [url]https://www.youtube.com/watch?v=sE4Vewb324U[/url]
Part 3: [url]https://www.youtube.com/watch?v=PsfXzlR0o8[/url]
[QUOTE=buu342;46718833]I can provide my guides but they're directed towards blender users:
[video=youtube;m9HQ231R3MM]http://www.youtube.com/watch?v=m9HQ231R3MM[/video]
Part 1.5: [url]https://www.youtube.com/watch?v=iQM1dtUcSik[/url]
Part 2: [url]https://www.youtube.com/watch?v=sE4Vewb324U[/url]
Part 3: [url]https://www.youtube.com/watch?v=PsfXzlR0o8[/url][/QUOTE]
oh yeah I am using 3Ds Max btw
[QUOTE=KinderBueno;46718855]oh yeah I am using 3Ds Max btw[/QUOTE]
In that case i'm not the best to talk to about this. Good luck to you!
What files do I need to compile c hands view model?
The archive provided with examples is kind of complicated, what is bare minimum that's required?
The provided archive doesn't really come with much. All you're really doing is replacing the reference model for the hands with your own. Bodygroups can be removed if you don't really need hands / gloves variants.
For rigging, import the hands reference from the source files you have if that's what you meant and adjust your arm models so the proportions and pose of the mesh are as close as possible -- manipulating bone positions and rotations on the hands prior to rigging doesn't really have desirable results if you've not careful. It's surprisingly picky here.
From there you can rig it with your standard skin modifier. Alternatively you could use a skin wrap modifier if you're lazy.
is anyone what is c_arms definebone.qci is. could be magiclly convert css hand to c_hand
c_arms_definebones.qci
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