Firstly, whenever you post SMD's or QC's, put them inside [noparse][code][/code][/noparse] tags, it looks more concise and cleaner.
Secondly, you should try including $definebone commands for each bone in the model's skeleton, usually borken animations are caused by not having this command as the compiler deletes bones that it deems "unnecessary" unless explicitly defined by the $definebone command.
yeah i did it but it got more worse, the model is all torn apart moving and flying mid air
Are the $definebone commands using the bone positions from the reference model?
can't say i use guistudiomdl and crowbar i just checked the box
definebones
why you decompile the model if you wanna fix the textures? huh? is the uv layout broken? mine looks good. might check upaxis. or check the animations itself. might happen the decompiler f*cked them up. not unusual for old or leak models.
i'd not mind if you could upload the complete model with textures. i might have a look. i only got 2 other versions. each with different textures and with a couple animations missing. i might weld that all together. x)
Actually, its the one from this file [URL="https://garrysmods.org/download/24153/combine-beta-snpcs"]https://garrysmods.org/download/24153/combine-beta-snpcs[/URL]
When you decompile, check "definebones".
When you recompile, do not have it checked.
definebone is blah. the decompiled aim animation frames are bogus. the delta stuff subtracts too much from the reference pose. makes the model go underground. if you want easy you could remove them together with the blend layer sequences. but you could also remake them. i'm on it right now. it's new to me tho. i did just props and filmic chars ever since.
for being lazy. [URL="https://drive.google.com/file/d/0B_pQQ7YfZgJxSWE1LTc0ZTNHejQ/view"]this[/URL] works for me. only tested in sdk13sp. but should do it elsewhere too. just some fingers are missing but that is what the decompile delivered. you might add those too if you need them. :)
[URL]http://s000.tinyupload.com/?file_id=04029476015656661104[/URL]
this is the result, after testing with lua, it seems she can't walk, i can get it playing the running animation in model viewer
it is supposed to work with combine ai.
you could use $includemodel with an _animation or _shared file of whether a combine soldier or alyx or some other mp character or npc to have some sort of standard walking controls. it's gotta be a valvebiped ofc.
[video=youtube;i4B1leuP2sM]https://www.youtube.com/watch?v=i4B1leuP2sM&feature=youtu.be[/video]
As you can see, the edited model have problems with moving animations. She just can't move for some reason. There is no errors in console, and original model don't have this problem.
yeah that is what i was talking about no idea why it does that..
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