I am working on a model and have everything set up with ragdoll physics and the bones work, and the collision model work well. However now I would like to work on finger posing and eye posing. This is a custom model, adding the ragdoll qci is not going to work for me. Even if I could see some sample .qc’s with finger posing spelled out for me, I think I could firgure it out. If there is anyone out there willing to help me, I would greatly appreciate it. Thank you for your time.
Fingerposing isn’t defined in a QC, it is dependent on bones.
Just rename the hand and finger bones in accordance with the ValveBiped standard.
"X" Is either L or R depending on whether they belong to the left or right hand. Both "ValveBiped.Bip01_R_Hand" and "ValveBiped.Bip01_L_Hand" must be present in order for fingerposing to work. Hand: ValveBiped.Bip01_X_Hand Thumb Joint 1: ValveBiped.Bip01_X_Finger0 Thumb Joint 2: ValveBiped.Bip01_X_Finger01 Thumb Joint 3: ValveBiped.Bip01_X_Finger02 Index Joint 1: ValveBiped.Bip01_X_Finger1 Index Joint 2: ValveBiped.Bip01_X_Finger11 Index Joint 3: ValveBiped.Bip01_X_Finger12 Middle Joint 1: ValveBiped.Bip01_X_Finger2 Middle Joint 2: ValveBiped.Bip01_X_Finger21 Middle Joint 3: ValveBiped.Bip01_X_Finger22 Ring Joint 1: ValveBiped.Bip01_X_Finger3 Ring Joint 2: ValveBiped.Bip01_X_Finger31 Ring Joint 3: ValveBiped.Bip01_X_Finger32 Pinky Joint 1: ValveBiped.Bip01_X_Finger4 Pinky Joint 2: ValveBiped.Bip01_X_Finger41 Pinky Joint 3: ValveBiped.Bip01_X_Finger42
Ah, okay. So I do not need it defined in the .qc at all. And I already have the bones renamed. Just not the hands. I can do that, and thank you very much.