I've been trying to get a playermodel to work using CaptainBigButt's proportioning hack to implement the Valve skeleton and animations into a fairly small playermodel with extremely short legs, but there are some problem areas on the leg IKs, most prominently on the jump and crouch idle animations, and some more minor problems. These are as follows:
1. All jump animations have a case of legs-flipping-the-fuck-out which can only be resolved by setting the position lock on $ikautoplaylock lower, which in turn makes the feet behave inconsistently most prominently on the standing idle animations.
2. Animations like idle_fist have an extremely hard time keeping the feet locked to the ground and are prone to snapping on certain parameters.
3. The crouch idle animations send the model's pelvis straight through the floor, which doesn't happen during the crouch walking animations.
I've been trying to fix these problems on my own to no avail.
Barring custom animation sets, what my available options for fixing these issues?
This is the faulty model, for reference:
[IMG]http://i.imgur.com/qMxFTcO.png[/IMG]
Yes, I really do need to write a tutorial on all of this.
Let's start with the height. Adjusting the height of the pelvis in the bone adjustment animation (in your case, ref) will adjust the height of the pelvis on the player when animated. Lowering the pelvis and adjusting the ikchains values (the first value following $ikautoplaylock) will ensure the player is seated on the ground properly and that the feet connect with the ground properly. When walking, the knees should be at just an appropriate height so that they no longer snap when moving as snapping mean the pelvis isn't low enough.
Regarding the latter issue, you're probably sol on that one if you don't modify animations. The proportions stuff is just a very hacky way to offset bones for you. The offset isn't halved for crouching animations so you'll most likely need to fix that up manually. The easiest, albeit silliest way to handle this is to just make a few sets of pelvis adjustment layers for animations. Using the reference skeleton supplied with the animation set, I just made a handful of adjustment layers for values of 1, 2, 3, and so on up to 14 (this being for the chibi models). From there all I did is use addlayer to add them across various sets of animations. It's uglier than editing the animations themselves but it is quite easy and it does save a bit of time when editing larger blend animations which may use 8 or 9 animations to actually make it up. Using this, I lined up the ducking and sitting animations along with a few others. I plan on going back and fine tuning it.
Currently running into this issue too. Fuck
The only solution I can think of is decompiling the m_anm.mdl and making a script that coverts all the animations into the target skeleton and then recompile to my own animation file.
hi, I just start to learn how to use blender and is the IK necessary for porting models to gmod?
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