Hi there. Im close to exploding right now as Im trying to get my Arc170 space craft model, rigged for gmod and imported. So far its been rigged, weighted and Im just configurating the QC file now for compiling. But im stuck on the $jointconstraint values. The XYZ rotation values are different in my editor (Cinema 4D & Maya 2016) to that in game. Here is an example:
This is my QC file:
[CODE]$modelname "models\arc170\arc170.mdl"
$bodygroup "ARC170"
{
studio "arc170_base.smd"
}
$bodygroup "Engines"
{
studio "arc170_left_engine.smd"
studio "arc170_right_engine.smd"
}
$bodygroup "Wings"
{
studio "arc170_left_upper_wing.smd"
studio "arc170_left_lower_wing.smd"
studio "arc170_upper_right_wing.smd"
studio "arc170_right_lower_wing.smd"
}
$bodygroup "Cannons"
{
studio "arc170_upper_back_cannon.smd"
studio "arc170_lower_back_cannon.smd"
}
$mostlyopaque
$cdmaterials "models\arc170"
$surfaceprop "Metal"
$contents "solid"
$eyeposition 0 0 70
$sequence "ragdoll" "arc170_anims\ragdoll.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}
$collisionjoints "arc170_collision.smd"
{
$mass 1500
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "Root"
$concave
$jointconstrain "right_engine" x limit 0 0 0
$jointconstrain "right_engine" y limit 0 0 0
$jointconstrain "right_engine" z limit 0 0 0
$jointconstrain "left engine" x limit 0 0 0
$jointconstrain "left engine" y limit 0 0 0
$jointconstrain "left engine" z limit 0 0 0
$jointconstrain "lower_back_cannon" x limit -180 -115 0
$jointconstrain "lower_back_cannon" y limit 0 0 0
$jointconstrain "lower_back_cannon" z limit 0 0 0
$jointconstrain "upper_back_cannon" x limit 100 180 0
$jointconstrain "upper_back_cannon" y limit 0 0 0
$jointconstrain "upper_back_cannon" z limit 0 0 0
$jointconstrain "left_upper_wing" x limit -5 20 0
$jointconstrain "left_upper_wing" y limit 90 0 0
$jointconstrain "left_upper_wing" z limit 0 0 0
$jointconstrain "right_upper_wing" x limit 185 160 0
$jointconstrain "right_upper_wing" y limit 90 0 0
$jointconstrain "right_upper_wing" z limit 0 0 0
$jointconstrain "left_lower_wing" x limit -2 -20 0
$jointconstrain "left_lower_wing" y limit 90 0 0
$jointconstrain "left_lower_wing" z limit 0 0 0
$jointconstrain "right_lower_wing" x limit -178 -160 0
$jointconstrain "right_lower_wing" y limit 80 0 0
$jointconstrain "right_lower_wing" z limit 0 0 0
$noselfcollisions
}[/CODE]
Notice for example the lower back cannon right. Its values are set to -180 -115 0 which means in my editor, I want it to be rotating like this ingame:
[IMG]https://i.gyazo.com/a51f157b9a603016f2589ddbf7915486.gif[/IMG]
But ingame, its flying all over the place as if its rotation values are set to 360 (rotate everyfuckingwhere).
This applies to ALL of the joints ive got for the rig. In my editor (ive tested it both on Cinema 4D and Maya, still the same results), the rotation values are set to XYZ but i have 0 clue on how its like in game, so could someone please suggest anyways to go round this?
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