• My custom playermodel for GMod is all stretched out and untextured
    2 replies, posted
I'm trying to make a Kid Goku player model for Gmod, and it took me a while to do everything right, but I finally did do it. However, when I went to compile it and I viewed the .mdl file in Crowbar, it looked like this: [IMG]https://lh3.googleusercontent.com/-x0EKEldA-nA/WVcwRNsrK1I/AAAAAAACCSM/IUUA9b7yFuUhmABWTOC73ygFN9OVS-p1ACK8BGAs/s512/2017-06-30.png[/IMG] When it's supposed to look like this: [IMG]https://lh3.googleusercontent.com/-SaUB09Bxqes/WVcxLZaF2sI/AAAAAAACCSY/fiLjdOulzgoaIjpLFeT_SL7Q2tHed_BiACK8BGAs/s512/2017-06-30.png[/IMG] On top of all of that, actually trying to change my player model to it in GMod results with my player being invisible. Can someone tell me what I may have done wrong?
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Search for proportions trick This pal explain it very well [QUOTE=Lukis;52017055]:eng101: It's normal you have to make it match yourself !... Okay, so HERE IS A GIGA TUTORIAL JUST FOR YOU (and anyone else) : 1. Import a Valve Skeleton [IMG]https://image.noelshack.com/fichiers/2017/13/1490576820-1.png[/IMG] 2. Delete the human model and copy the armature with Ctrl+V. Delete it too. [IMG]https://image.noelshack.com/fichiers/2017/13/1490576818-2.jpg[/IMG] 3. Import your model. For the occasion, I will make Bower Jr. Keep model's original skeleton and past the Valve skeleton. If a big ball appear between the feet delete-it. [IMG]https://image.noelshack.com/fichiers/2017/13/1490576824-3.png[/IMG] 4. In pose mode, adjust the Valve Skeleton with Bowser Jr's original skeleton. For example, Valve Skeleton's "ValveBiped.Bip01_R_Toe0" bone will be juxtaposed with Bowser Jr's original skeleton's "RightToeBase" bone. After matching the Valve Skeleton press Ctrl+A still in pose mode and "Apply Pose as Rest Pose" [IMG]https://image.noelshack.com/fichiers/2017/13/1490577520-6.png[/IMG] 5. Now select Bowser Jr and with shift pressed select the Valve skeleton. Press Ctrl+P -> Armature deform with empty groups. Delete every vertexes with a "ValveBiped" name. As we put the Valve Skeleton at the same place as Junior's original skeleton, instead of Weight Painting, we just will rename his existing vertexes ! For exemple, LeftToeBase will become ValveBiped.Bip01_L_Toe0. [IMG]https://image.noelshack.com/fichiers/2017/13/1490576842-7.png[/IMG] 6. Finally ! I've renamed every vertexes ! If there is a nose vertex and a mouth vertex and if you want to join them with the head vertex, here is a trick : [url]http://blender.stackexchange.com/questions/42778/how-to-merge-vertex-groups[/url] Now I export my model and my skeleton in models/player/bowserjr as bowserjr.smd [IMG]https://image.noelshack.com/fichiers/2017/13/1490576845-8.png[/IMG] 7.Don't forget to do the same trick with the physic model ! [IMG]https://image.noelshack.com/fichiers/2017/13/1490577519-8bis.png[/IMG] 8. Once it's done, delete the model and keep the Valve skeleton. Press I -> LocRotScale. Export the skeleton in models/player/bowserjr. It will automatically create an anim folder. Now duplicate this smd file : one named a_proportions and one ragdoll. [IMG]https://image.noelshack.com/fichiers/2017/13/1490576844-10.png[/IMG] 9. Now, open a new blender window, but don't close the elder. Import a Valve Skeleton model, and in pose mode, he has to have the same rotations as bowser jr's skeleton. [IMG]https://image.noelshack.com/fichiers/2017/13/1490576851-11.png[/IMG] For exemple, the hand have to have the same position. But only rotationally : [IMG]https://image.noelshack.com/fichiers/2017/13/1490576855-12.png[/IMG] 10. Delete the human model and with Ctrl+A in pose mode, "Apply Pose as Rest Pose". [IMG]https://image.noelshack.com/fichiers/2017/13/1490576847-13.png[/IMG] Ctrl+I -> LocRotScale and export it in models/player/bowserjr. It will automatically go to anims folder and rename it as "reference.smd". [IMG]https://image.noelshack.com/fichiers/2017/13/1490576853-15.png[/IMG] 11. In your qc file, add these lines : $sequence reference "anims/reference.smd" fps 1 $animation a_proportions "anims/a_proportions.smd" subtract reference 0 $sequence proportions a_proportions predelta autoplay $sequence "ragdoll" "anims\ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } Remove every other $sequence lines, because this will replace them. So you can delete the $sequence "idle" if it's existing. [IMG]https://image.noelshack.com/fichiers/2017/13/1490576851-14.png[/IMG] 12. And TADAAAAAA ! You have a beautiful playermodel ! (you can adjust the reference skeleton if it's weird, I had to change the wrists because they were at the elbow place ! [IMG]https://image.noelshack.com/fichiers/2017/13/1490576854-17.png[/IMG] And don't worry if it took me a HALF-DAY for make this tutorial, I'm just 15 years old and I have time to helping ! (That's why my english is so weird, I'm 15 and I'm French !) It's 03:53 AM and I'm not supposed to be here ^^[/QUOTE]
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