• got some issues with my playermodel
    4 replies, posted
hey, im REALLY new to this playermodeling business, and im looking for some help. i wanted to create a pm of ludwig from the koopalings, possibly do the rest of them, so im using this ludwig ragdoll from this koopaling ragdolls addon as a bit of a test run. had two days worth of cramming everything i could abt this whole business. well, i followed some tuts and used the cat bowser playermodel skeleton for rigging the ludwig ragdoll and i rigged him the best that i could but i. have some issues first. when compiling and viewing the model in crowbar (it's set to 'ragdoll' here, mind you), he clips through the ground??? https://files.facepunch.com/forum/upload/167324/c96b5846-1f90-46b3-88ec-4ae633fb455b/image.png not sure what happened i made sure to do the physics.smd the best i could. but other than that, his model is on point. however, when i go to test other animations, his proportions go out of whack, especially those hands, good lord. https://files.facepunch.com/forum/upload/167324/fa3d853f-f22b-42e7-aa6d-26211ff803b6/image.png https://files.facepunch.com/forum/upload/167324/37e75b05-039f-43db-afc3-3fea58f4bc40/image.png is there something else i have to do manually here? also, here's the .qc file one more thing i should note: i also tried that proportions trick but still had no luck. if you need to see pics of any other .smd, ill post them anyway, thank you for listening to my Tale of Woe, and helping me ofc!
You will need to use the proportion trick, it is currently (and probably will always be) the only way to use valve's animations without changing the shape of the original skeleton. 1) Let's start with the model clipping through the ground: It's no problem, it's in t-pose and it looks like it works normally when animated, so we'll leave it be. 2) You should use valve's normal / original skeleton to rig the models, you can decompile another playermodel that doesn't use proportions or extract them yourself with GCFScape, this doesn't change a lot but it's more practical and even if it's 0.1% better it's still more "reliable" 3) The hands are tricky, they may require you to try more times if you're not accustomed to how they are in the valve biped, usually those kind of characters have only 2 finger joints and 3 fingers in total, you can freely delete whole fingers but never delete inbetween bones, you can superimpose them to their parent bone instead. 4) Try using this tutorial for proportion trick: https://sites.google.com/site/zeqmacaw/tutorials/proportion-trick , I suggest making a new thread if you encounter a problem there, getting this right is getting 90% of the problems fixed, ironically, I used to use a tutorial with bowser jr as the playermodel, due to the new forums it's kind of broken but here is a link to it, since I can't find the original thread: Recompiling a model with Proportions? 5) Sometimes the model's proportions are just too wacky, the arms may clip through the body or the head, but that's because of the cartoonish proportions, nothing can be done about it unless you're a master level valve employee of some sort.
I'm trying to make a small playermodel, but its body is stretche..
sorry for the really late reply, but thank you so much you two! ill try this all out and give you updates
THERE IT IS, this is probably the one tutorial that helped me the most, not some green text in black background.
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