• Help with ragdoll exporting to source
    6 replies, posted
So I'm porting a ragdoll from another game. So, it has its own name for the bones and uses a different skeleton from the source one. Here's some stuff. This is how it looks like in blender originally with its skeleton and actual model: [IMG]http://i49.tinypic.com/jjo2hk.jpg[/IMG] And if I try to export the skeleton only, this is what it does and this is right after i hit export scene as configured when the skeleton is the only thing there: [IMG]http://i47.tinypic.com/2l6vzo.jpg[/IMG] And this is what it looks like in hlmv: [IMG]http://i48.tinypic.com/35ckkl5.jpg[/IMG] In sfm its just a purple and black checkered error. [code] $cd "D:\GMODStuff\models\shaundi" $surfaceprop "flesh" $modelname "Shaundi.mdl" $cdmaterials "models\textures\Shaundi" $model studio "reference.smd" $sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1 $collisionjoints "phymodel.smd" { $mass 60.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "root ground" [/code] For the root ground, its the name of the bone I saw in the character, I don't think it really mattered unless you're putting in sfm has the parent bone i guess. So basically what I did is I got the model in the first pic. Saved it as a the reference.smd with the smd export for blender. Then, i reopened the exported reference.smd in blender to delete the model and save the bones only and made that the ragdoll.smd. Next, I took the original model, deleted the skeleton and cut out parts from the model, that's what most of the others look like exccept they are more fat... Anyway, that became my phymodl.smd I compiled it and the above results are what I got. Can anyone tell me what is going on and I'm not sure with the navigation in hlmv but I cant rotate or move around the model at all. I did add some custom animations to the hl2 metrocops before, and as for idle animation in the .qc file. Do I need to make one called acte_idle? not sure about animating with blender for source, i did my metrocop one in 3dsmax.
anyone?
hello?
anyboody?
Pretty sure you have to use bones for the source engine and not just with whatever the model came with.
I found out they are bones, but all I need to know how to do is making a phys mesh......
Is the mesh itself actually compiling? Check the wireframe in HLMV EDIT As to a phys mesh. It's essentially a series of boxes, each fully rigged to one bone.
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