• Goanna Player Model Problems - GMOD~
    6 replies, posted
So, I'm trying to make a player model out of a Goanna, movement and all. I know the weight painting is crap but i wanted it to work first. So im completely stumped to why is he sideways when hes standing up http://pokit.org/get/?7fe37d514c5d8533535d5179e9fbdcbd.jpg References: Skeleton. http://steamcommunity.com/sharedfiles/filedetails/?id=656834283&searchtext=doge Model http://steamcommunity.com/sharedfiles/filedetails/?id=1145670988&searchtext=goanna Current File: goanna.rar Decompiled Current File: Dog.rar
That's quite the ambitious project, the problem can stem from many causes, I don't really know which but I can list off a number of options you could check / fix: The animations are moving the skeleton around, I suggest using the proportion trick to fix it The model's origin / location is moved, make sure to set origin to center, apply pose as rest pose and apply object transforms IkChains are maybe set up incorrectly? Eeeeh Eh? I ran out of options, I'd better stop before I say something potentionally model-ruining.
What is the proportion trick?
In blender, press ALT+C to reset the 3d cursor, then select everything in object mode with A, press SHIT+ALT+CTRL+C and do "origin to cursor", after that, select all of your models, apply the skeleton by going into the properties tab and pressing "APPLY", then select the skeleton and go in pose mode, select all bones with A and press SPACEBAR, search "apply pose as rest pose" and do it, then go back to all of your objects and put the armature modifier again with the skeleton selected. Lastly select all objects in object mode and with SPACEBAR search "apply object transform", you do it and in the lower left corner you tick all 3 boxed. This is an ABSOLUTE OVERKILL but it will resolve the problem if it was anything near position related. Next for the IKChain it was just a guess, I know next to nothing about IKChain in the source engine, you COULD try to change the numbers a bit but it's too risky, what I suggest doing instead is checking if there even are IKChains in the QC, if there aren't any get them from the original model's QC, which I am not even sure there are.
It seems it wasnt positon related, How would I apply the Proportions trick to an animal model anyway(ps where do i get a valve skeleton) Thanks for your help, it means alot taking your time out to help~
The doge skeleton most likely uses the pony skeleton for the animations, just reuse his skeleton, here's a good thing to do, it will take some time and even if they already have the same name it might fix some problems: In pose mode, select a bone from the original skeleton, press SHIFT+ALT+CTRL+C and select "cursor to selected" In pose mode select the same bone from the new skeleton, go into edit mode and press SHIFT+ALT+CTRL+C and select "selection to cursor" Repeat ad nauseam until all bones from the new skeleton are overlapped with the old one, delete the old skeleton In properties, select the new skeleton as armature and change the name of every vertex group if it had different names. Check that all bones are places correctly (better do this after every bone) Use the new skeleton's ORIGINAL position as the reference, and the new skeleton's NEW position as ragdoll and proportion, as if it were the valve's skeleton.
So I suppose this is use the proportion trick with the Doge skeleton? cool
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