Hey guys! CaptainBigButt’s Method made a lot of sense in proportionalizing a parry’s mod model by writing a script in the QC that subtracted a modified skeleton and the “ragdoll” skeleton. (pretty paraphrased). However I was wondering if there was a way to achieve something else: In all of the Male Model animations the HAND BONE is saved by LOCATION in the animations. Is there a way to remove the LOCATION data from ALL the male animations similar to the Proportions method with a line in the QC FILE?
Can this be done, or is there a way to remove the Animation from ALL the animations and compile a custom animation for all of the males animations?
I basically want to achieve better models and I finally found out what has been making certain bones look weird. The Males model has a ridiculously long animated arm while the female model is much less dramatic. I just want the saved animation keyframes of the Location pos of the Hand Bone (or other designated bones, perhaps rotation) to be subtracted from the QC. Can anyone figure this out?
CaptainBiggButttt are you out there still? Think you can solve this similar to your proportions?