How to add animated model to SFM with new skeleton (not Valve.Biped)
3 replies, posted
Hello, I'm looking for someone who can teach me to adding a completely new human-like ragdoll to Source film-maker, one which has fully posable limbs and another that has posable limbs and face flexes. They both have completely new skeletons that are not Valve biped so they have different names and everything.
With the help of pre-made QCs from L4D2 and Gmod, I've already set-up basics for my custom models, however, if I understand correctly, I have to setup collision model and bonemerge information to the models. I really don't want to do that myself as my models have dozens of bones so there has to be an automated way of doing it. Also, getting the IK chains and other is problematic to me as well.
Leave a comment if you want to help me, I really would like to learn this as SFM is severely lacking the models from the game I got them from and people have asked me to add models there.
Collision model isn't necessary for SFM. It's a nice complement if people want to use the model in Gmod.
You can write an IK rig script for SFM to cover the IK stuff.
[QUOTE=Jojje;52077043]Collision model isn't necessary for SFM. It's a nice complement if people want to use the model in Gmod.
You can write an IK rig script for SFM to cover the IK stuff.[/QUOTE]
That's good, but the rest is still unknown to me.
As for the IK, doing that has nothing to do with editing the QC file of my models so I necessarily don't have to do that myself and it's up for the person who wants to use my model in SFM, right? If yes, I'll just remove the IK commands and leave it up to the people downloading my addons.
[editline]9th April 2017 at 1.01AM GMT +2[/editline]
Okay so after messing around with the model without facial animations, I got the model ported to SFM but it doesn't seem to have bones nor can I move it. Here's what it looks like:
[QUOTE][IMG]http://i.imgur.com/jkT4CZN.jpg[/IMG][/QUOTE]
here's its QC file:
[QUOTE]$ModelName "DeadSpace/leaper.mdl"
$scale 0.5
$BodyGroup "Normal_Leaper"
{
studio "leaper_reference.smd"
}
$SurfaceProp "default"
$Contents "solid"
$AmbientBoost
$Opaque
$CDMaterials "models\leaper\"
$CDMaterials ""
$CBox 0 0 0 0 0 0
$BBox -13 -13 0 13 13 72
$PoseParameter "move_yaw" -180 180 360
$PoseParameter "body_pitch" -90 90 360
$PoseParameter "body_yaw" -90 90 360
$Sequence "idle" {
"leaper_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 1
}[/QUOTE]
[editline]9th April 2017[/editline]
Hmmm..... either I'm stupid and can't use SFM or the model isn't truly working, as another model I just loaded from workshop has the same issue :)
[editline]9th April 2017[/editline]
Yep, I'm completely stupid. The model was working all along and I just didn't know how to use SFM xd
[QUOTE=_MaZ_;52077056]As for the IK, doing that has nothing to do with editing the QC file of my models so I necessarily don't have to do that myself and it's up for the person who wants to use my model in SFM, right? If yes, I'll just remove the IK commands and leave it up to the people downloading my addons.[/QUOTE]
That's a really shitty mentality to have as a model maker. The onus shouldn't be on the end user to make an IK for themselves. There are scripts now to automatically make IK's with a GUI interface, so there's not much excuse anymore.
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