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Всички дискусии > Team Fortress 2 Modeling > Подробности за темата
No Bones About It
Hello! For those who don't know me (Which is all of you), I'm the guy who's been working with CaptainGoodstuff on a custom gun for the engineer. He does the code, I do the modelling / texturing and other blender related processes such as animation and rigging. My issue arises when it comes to rigging. I know the basics of it, but getting the bones in my model to work with source engine has proven to be a pain.

What I need is an explanation as to how I should set up my bones for my model. I want one bone for the handle, and one bone for the clip, which should then move whenever I grab its respective bone. I know that there are many ways of doing this inside blender, but I need to figure out a way to do this that is compatible with source engine. If anyone has an explanation as to how I should do this (keeping in mind that I have only a very limited knowledge of rigging) I would be greatly appreciative!

Thanks,
Freedan

P.S. If needed, I can provide images of the compiled code for the gun, bone setup, etc.
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Hey. Sorry to give you a non-answer here, but animation is out of my scope (currently). I would try asking around the facepunch forums or a workshop contributor who does animations (maybe ask NeoDement or the Heartsman).
Let me just piggyback off this question here, I'm working with him on the same project. We added a new bone to our weapon's clip. Freedan fixed the original issue, and he researched a good bit about animation so that shouldn't be too much of a hassle.

The problem we're having now is that the new bone we made is out of place. I figured out how to get the qc file to recognize that it's there, but the clip it's connected to is curently inside the engineer's hand. I ripped the coordinates from the SMD file for the new bone, clearly the coords in the SMD file are not the same coords that the qc needs... how do I find the correct coordinates for this bone to put in the qc file?
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Всички дискусии > Team Fortress 2 Modeling > Подробности за темата