• Help with player model qc
    13 replies, posted
I have a model and collision model which I can code into a ragdoll but I'm a bit confused on how to code it into a player model for gmod. I've been trying to find guides for how to make one but found nothing really useful. What code should I use and what files should I include?
$includemodel m_anm.mdl. If your model already has all the proper bones, then all you need is that.
Try this, I moved an older post of mine onto my website. [url]http://charlesmconard.weebly.com/blog/how-to-make-playermodels-and-npcs-for-garrys-mod[/url]
[QUOTE=Captain Charles;47911573]Try this, I moved an older post of mine onto my website. [url]http://charlesmconard.weebly.com/blog/how-to-make-playermodels-and-npcs-for-garrys-mod[/url][/QUOTE] Hey, I didn't know you were still posting here. Your old post about converting ragdolls to playermodels was the first exposure I've ever had to modelling; thanks for all of your great work!
[QUOTE=code_gs;47911497]$includemodel m_anm.mdl. If your model already has all the proper bones, then all you need is that.[/QUOTE] What do you mean by "all the proper bones"?
[QUOTE=Voidtex;47918939]What do you mean by "all the proper bones"?[/QUOTE] If the model you want to use is already on the HL2 or CS:S rig, then you're good to go. if it's on a different rig, you're going to run into problems.
[QUOTE=Voidtex;47918939]What do you mean by "all the proper bones"?[/QUOTE] If the bones have ValveBiped.Bip01 preceding them.
[QUOTE=Captain Charles;47919492]If the model you want to use is already on the HL2 or CS:S rig, then you're good to go. if it's on a different rig, you're going to run into problems.[/QUOTE] I rigged the model from scratch, so I assume that I'm going to be missing a few parts. How would I "match up" the rigs?
[QUOTE=Voidtex;47925331]I rigged the model from scratch, so I assume that I'm going to be missing a few parts. How would I "match up" the rigs?[/QUOTE] [url]http://source.maxofs2d.net/animation/valvebiped_qc/shared_anims_female/commonbones.qci[/url] Your bones need to match these (not all of them necessarily, but definitely the parent bones).
[QUOTE=code_gs;47925368][url]http://source.maxofs2d.net/animation/valvebiped_qc/shared_anims_female/commonbones.qci[/url] Your bones need to match these (not all of them necessarily, but definitely the parent bones).[/QUOTE] So all I have to do is match the bone names in my model?
[QUOTE=Voidtex;47944174]So all I have to do is match the bone names in my model?[/QUOTE] The skeleton structure needs to be the same. I'd recommend you to re-rig it using some HL2 human skeleton so you won't fail when trying to make it a playermodel/npc.
[QUOTE=ferdam;47944449]The skeleton structure needs to be the same. I'd recommend you to re-rig it using some HL2 human skeleton so you won't fail when trying to make it a playermodel/npc.[/QUOTE] Where could I get a human skeleton?
[QUOTE=Voidtex;47949627]Where could I get a human skeleton?[/QUOTE] Browsing HL2 sdk files or a few other Source SDKs available. You might also decompile a human model from HL2 (use Crowbar Tool) and get the ragdoll.smd file for the skeleton.
[QUOTE=ferdam;47951353]Browsing HL2 sdk files or a few other Source SDKs available. You might also decompile a human model from HL2 (use Crowbar Tool) and get the ragdoll.smd file for the skeleton.[/QUOTE] Alright, I got the skeleton and re-rigged my model but I think I did something wrong because my collision model in HLMV looks like this: [url]http://imgur.com/QmlQTdE[/url]
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