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Jpuffle5 2017 年 6 月 20 日 下午 8:24
Model Leg Error in HLMV
When I look at my model after compile in HLMV, the Calf bone has been rotated backward. Before I export with Blender Source Tools, my model's Calf bone is in the correct position.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=951592071
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Zappy 2017 年 6 月 21 日 上午 1:44 
Please copy and paste the entire contents of the QC file here.
最后由 Zappy 编辑于; 2017 年 6 月 21 日 上午 1:49
Jpuffle5 2017 年 6 月 21 日 下午 1:17 
$modelname "zp models\party_penny\party_penny.mdl"
$cdmaterials "models\zp models\party_penny"

//start eye/face data
$eyeposition 0 0 70

// head controllers

$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -3.00 61.000 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" -0.30 -3.50 0.00 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0 90 90

//$attachment "forward" "ValveBiped.Bip01_Head1" 0 0 0 rotate 0 -90 -90
$attachment anim_attachment_RH "ValveBiped.Bip01_R_Hand" 2.00 -1.50 0 rotate 0 0 180
$attachment anim_attachment_LH "ValveBiped.Bip01_L_Hand" 2.00 -1.50 0 rotate 180 0 180
$attachment anim_attachment_head "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 0 -90


$pushd "references"
$body "upper_body" "upper_body.dmx"
$body "bow" "bow.dmx"
$body "lower_body" "lower_body.dmx"
$body "dress" "dress.dmx"
$body "leg" "leg.dmx"
$body "leg2" "leg2.dmx"
$body "thigh" "thigh.dmx"
$body "thigh2" "thigh2.dmx"
$popd

$bbox -10 -12 0 10 12 68
$cbox -10 -12 0 10 12 68
$mostlyopaque
$include "QCIs/standardhierarchy.qci"
$include "QCIs/ikchains.qci"
//$proceduralbones "QCIs/helper-bones.vrd"
$include "QCIs/commonbones.qci"

$includemodel "f_anm.mdl"


$sequence reference "animations/reference" fps 1

$include "QCIs/hitboxes.qci"
//$include "ragdoll/ragdoll_PENNY.qci"

$animation a_proportions "animations/proportions" subtract reference 0
$sequence proportions a_proportions predelta autoplay

$JiggleBone "ValveBiped.Bip01_Dress1"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 7
}
}
$JiggleBone "ValveBiped.Bip01_Dress2"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 25
}
}
$JiggleBone "ValveBiped.Bip01_Dress3"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 25
}
}
$JiggleBone "ValveBiped.Bip01_Dress4"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 7
}
}
$JiggleBone "ValveBiped.Bip01_Dress5"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 25
}
}
$JiggleBone "ValveBiped.Bip01_Dress6"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 25
}
}

$JiggleBone "ValveBiped.Bip01_Dress7"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 7
}
}
$JiggleBone "ValveBiped.Bip01_Dress8"
{
is_flexible
{
length 30
tip_mass 0
pitch_stiffness 50
pitch_damping 7
yaw_stiffness 50
yaw_damping 7
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 25
}
}
Zappy 2017 年 6 月 21 日 下午 1:24 
Is bow, dress, leg, leg2, lower_body, thigh, thigh2, and upper_body linked to the same armature in Blender? If so, try changing the $Sequence line to load upper_body instead of "reference".
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所有讨论 > Help > 主题详情
发帖日期: 2017 年 6 月 20 日 下午 8:24
回复数: 3