 # Rotating a bone on a certain swep?

Hello, I was hexing sweps and discovered that I could use L4D2’s hands and it would mostly work.

However, I found out that certain bones on the thumb were rotated 180 degrees on the x axis and produced some not so nice results

http://cloud-4.steampowered.com/ugc/615042282616027277/DC4455DAAC258F082821A7A455EFBA766B10D1AC/

I was wondering if there was a way in lua to rotate these bones

ValveBiped.Bip01_R_Finger0
ValveBiped.Bip01_R_Finger01
ValveBiped.Bip01_R_Finger02
ValveBiped.Bip01_L_Finger0
ValveBiped.Bip01_L_Finger01
ValveBiped.Bip01_L_Finger02

180 degrees on its local x-axis and have it affect only sweps I am using, (the ones that use the L4D rig) and not other sweps where their thumbs are facing the correct way.

I would appreciate any help given and maybe I’ll throw in some TF2 stuff if you want a little compensation for helping someone like me. Thanks!

Okay I have discovered that

``````
SWEP.ViewModelBoneMods = {
["ValveBiped.Bip01_R_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 100) },
["ValveBiped.Bip01_R_Finger01"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 100) },
["ValveBiped.Bip01_R_Finger02"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["ValveBiped.Bip01_L_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["ValveBiped.Bip01_L_Finger01"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["ValveBiped.Bip01_L_Finger02"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
}

``````

These lines rotate the bones, issue is it rotates all attached bones as well. I’m curious if there’s a way to rotate a bone, without rotating the attached bones as well. Thanks!

There’s no other way, you gotta adjust the attached bones too.