• Problems Rigging to the HL2 Biped Skeleton
    2 replies, posted
I managed to edit a model ripped from another source game to line up with the HL2 skeleton (ripped from Alyx's model) but whenever I attempt to attach any combination of any number ofbones to a part of the model it does this: [QUOTE][IMG]http://i.imgur.com/DjMgvab.png[/IMG][/QUOTE] For reference, here is what the model looks like before any rigging is attempted: [QUOTE][IMG]http://i.imgur.com/PdFQ4Cs.png[/IMG][/QUOTE] Help would be greatly appreciated, thanks. P.S: If you're curious about the grey hair tufts, that's another minor problem I'm having: [URL="http://facepunch.com/showthread.php?t=1292507"]http://facepunch.com/showthread.php?t=1292507[/URL]
a) don't use alyx's biped for a male model considering she uses the female biped b) it probably remembers the positions of the bones and by how much you moved them. rig the whole model to a bogus bone, link that to the skeleton, export the whole thing and import it again. There's ways to get around that, but it's probably easier this way. As to the transparancy - that's because the transparancy masks will be in the diffuse of the hair. Not a seperate texture, It uses a seperately named VMT to get past z-ordering errors inside of source itself. If you want to keep that, just copy the hair VTF and make two copies of it, that you'll rename to the VMTs it's looking for.
[QUOTE=wraithcat;41627742]a) don't use alyx's biped for a male model considering she uses the female biped b) it probably remembers the positions of the bones and by how much you moved them. rig the whole model to a bogus bone, link that to the skeleton, export the whole thing and import it again. There's ways to get around that, but it's probably easier this way. As to the transparancy - that's because the transparancy masks will be in the diffuse of the hair. Not a seperate texture, It uses a seperately named VMT to get past z-ordering errors inside of source itself. If you want to keep that, just copy the hair VTF and make two copies of it, that you'll rename to the VMTs it's looking for.[/QUOTE] Alright, thanks. I'll report back on how these fixes worked. Just for clarification though, when I've imported it again do I then remove the bogus bone and relink the model to the skeleton or...?
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