tf2 sniper machete idle animation

Hi, I’m brand new to modeling, but I have made a model (both view and world) using IceColdFreezie’s tutorials of FPSbanana without problem. I’m trying to replace the machete model with a differen’t one, and the idle animation is screwed up. In game when the idle animation starts the sniper’s arms disappear. Its really frustrating. I was wondering if anyone could help me. Thanks!

here’s what it looks like in 3ds max:

http://img42.imageshack.us/img42/2533/helpmei.png

here is the .qc I’m using:



$cd "C:\Users\Dylan\Desktop\sniper\machete\output"
$modelname "weapons\v_models\v_machete_sniper.mdl"
$model "v_machete" "v_machete_sniper.dmx.smd"
$cdmaterials "\models\player\sniper\"
$cdmaterials "\models\weapons\machete\"
$texturegroup skinfamilies
{
	{"models/player/sniper/sniper_red.vmt"
 "models/player/sniper/sniper_handL_red.vmt"
}
 	{"models/player/sniper/sniper_blue.vmt"
 "models/player/sniper/sniper_handL_red.vmt"
}
 }
$hboxset "default"
// Model uses material "models/player/sniper/sniper_red.vmt"
// Model uses material "models/player/sniper/sniper_handL_red.vmt"
// Model uses material "models/weapons/machete/uvtemp.vmt"
// Model uses material "models/player/sniper/sniper_blue.vmt"
$attachment "weapon_bone" "weapon_bone" -0.00 -0.00 -0.00 rotate -0.00 -0.00 0.00
$surfaceprop "default"
$illumposition 10.853 -0.014 34.116
$sequence ref "ref" fps 30.00
$sequence idle "idle" loop ACT_VM_IDLE 1 rotate -90.99 fps 30.00 node raised
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
  { event 5004 1 "Weapon_Machete.Draw" }
}

$sequence swing_a "swing_a" ACT_VM_HITCENTER 2 fps 30.00
$sequence swing_b "swing_b" ACT_VM_HITCENTER 1 fps 30.00
$sequence swing_c "swing_c" ACT_VM_SWINGHARD 1 fps 30.00


Use rotate -90 in the $sequence commands

like


$sequence ref "ref" fps 30.00 **rotate -90**
$sequence idle "idle" loop ACT_VM_IDLE 1 rotate -90.99 fps 30.00 **rotate -90** node raised
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 **rotate -90** node raised {
  { event 5004 1 "Weapon_Machete.Draw" }
}

$sequence swing_a "swing_a" ACT_VM_HITCENTER 2 fps 30.00 **rotate -90**
$sequence swing_b "swing_b" ACT_VM_HITCENTER 1 fps 30.00 **rotate -90**
$sequence swing_c "swing_c" ACT_VM_SWINGHARD 1 fps 30.00 **rotate -90**
$sequence swing_a "swing_a" ACT_VM_HITCENTER 2 fps 30.00 **rotate -90**
$sequence swing_b "swing_b" ACT_VM_HITCENTER 1 fps 30.00 **rotate -90**
$sequence swing_c "swing_c" ACT_VM_SWINGHARD 1 fps 30.00 **rotate -90**

You can try this. I’m not sure if it will fix the problem, but it fixed most problems with decompiled v_models from HL2, etc…

Thanks for the help, unfortunately it didn’t work :frowning: anyone else had this problem before?

one other thing: when I compile the model using GUIStudioMDL it says
WARNING: @ref : bounding box out of range : -36 -16810 -13937 : -31 23 -31
Those numbers are nowhere in my ref.smd

Anyone?

This error appears only when you use rotate -90 ?

it appears regardless if I have rotate -90 or not

you have to manually rotate it in max, 90 degrees, that is what I had to do with the arrows when i replaced them, since when compiled like the view models, they are rotated wrong

could you explain to me how to do that?

Is there a “select all” button in max? if so press it then if theres a “rotate all” button click that then put in 90 in the ammount it asks for (I can do this in Milkshape I have no idea if you can in max).

there is. would i rotate it on the x, y, or z?

bump

rotate the root bone 90 degrees, and the mesh 90 degrees, since you are doing it in max you can just select the whole thing and rotate it 90 degrees I think it is the Y axis that you do it by

Select all, right click on rotate tool, then you can do it using keyboard entry…