Exporting SFM animations into SFM, viewmodels and company.
0 replies, posted
Hello Everyone, this is probably my third thread related to the matter on porting SFM-made content back into the game it was originating from, I.E animating a taunt for a TF class, exporting the animation, and recompiling it back in.
For taunt replacements, I simply can hex a model and rename the animation set it uses.
EX. spy.mdl will be hexed for "smy_animations.mdl"
Of course $includemodel is needed to point to any animations I didn't modify.
This is not my issue though I am applying the same method except with viewmodels.
Currently I have a hexed c_spy_arms.mdl to read "c_smy_animations.mdl" for only the ambassador as an animation replacement
Aside from that $includemodel fills in the rest.
This method does work on local or offline matches, but not online. Reason being it probably does now allow for hexed
models due to some form of sv_pure.
HOWEVER compiling an animation set as the default "c_spy_animations.mdl" does allow for the animations to work on and
offline.
But because of this I have to remove the "$includemodel "c_spy_animations.mdl" or else the game crashes.
Possible solutions are just exporting all of the spy's animations from SFM into the new animation set from scratch.
Problem is this is time consuming and has each single animation going through 2 converters to properly work in-game.
The other possible solution, if possible at all is this situation possible
1.Compile an animation list with the proper name
(c_spy_animations.mdl) NOT some hexed set (c_smy_animations.mdl)
BUT reference the original c_spy_animations.mdl via the $includemodel string
Perhaps I'm missing something, I would like to test a few animations without having to reexport the entire set. Here's an example of SFM to TF2 animation btw (for skeptics)
[video=youtube;_9cMd94mPNM]http://www.youtube.com/watch?v=_9cMd94mPNM[/video]
Sorry, you need to Log In to post a reply to this thread.