DigitalEro Offline

How to get source animations into custom models

Tue, 11 Feb 2014 05:29:57

Soulslayerzx

So a while ago, some dude on steamworkshop managed to turn my incomplete shaundi i uplaoded on gmod.org into an npc and I was like woah, the animations and stuff?? So then he apparently changed the skeleton to look like the source one, he either moved things around and messed with some rigging, or he just rigged SHaundi from scratch to match source's skeleton. The thing is, he added these commands: $includemodel "humans/female_shared.mdl" $includemodel "humans/female_ss.mdl" $includemodel "humans/female_gestures.mdl" $includemodel "humans/female_postures.mdl" at the end of the .qc file and shaundi had all the animations in sfm. So then, today I tried to make Viola have it by posing her into the source position, having the same bone names, it even works with rig_biped_simple. And this is what I get: http://a.pomf.se/njlhss.png The one on the right is obviously the messed up one when put in an animation. The left is how it's supposed to look like. Anyone know how to get this looking correctly? Here's my compiled Viola model. Pretty much a complete model, excluding the sequences which pretty much no one on here does anyway lol. http://www.sendspace.com/file/4rvsh7
Tue, 11 Feb 2014 05:59:13

Ganonmaster

Simply renaming them probably doesn't work. I would guess the orientation of the bones matters as well. I suggest grabbing the skeleton from the mdl files who's you're including and rigging the model to that.