Albatross Jun 27, 2014 @ 7:06am
Help! Question about model animations.
I have a custom model from the Steam Workshop. It is the scout in a suit. I would like to apply the standard Scout's default walking animation to it. Is this possible. I know how to add the ready-made animation to the default model, but not to this custom model. Thank you.
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Vintage Jun 27, 2014 @ 7:08am 
There is no default walking animation for Team Fortress 2 class models...
Albatross Jun 27, 2014 @ 8:01am 
There is for the models with the label "movie" next to them. I think they are not game models, but models used within the Source Filmmaker's animations.
Vintage Jun 27, 2014 @ 8:05am 
What do you mean by "movie"? I just have the regular player/scout.mdl, then the tf_movies player/hwm/scout.mdl, and my own unreleased player/vz/scout.mdl, none of which contain any animations not from Team Fortress 2, that includes them only having running animations for the weapons in Team Fortress 2.
[G.o.D.] Strashniy Velikhan Jun 27, 2014 @ 11:24am 
Well, the thing is that Vintage is both right and kind of wrong. Right in the sense that there is no real walk cycle for any of the TF2 character in SFM (created from scratch), but what happens is that there are ways of editting the actual Scout's running cycle.
Albatross Jun 28, 2014 @ 4:05am 
There is a Scout model that has a label of "TF_Movie" next to it where it would usually just say "TF".It is found in the setting when you right click the model name in the animations tab. Then you click "Import", then under that you click "Sequence". This then allows you to access animations like running and weapon reloads.
Vintage Jun 28, 2014 @ 4:06am 
Oh, you mean "hwm", not "movie". Still, no default walking animation, so I dunno what you mean.
6000 ANGRY BEES Jun 28, 2014 @ 7:20am 
The Suited Scout isn't set up to use any default sequences. Trying to copy and paste them over from a TF2 model will result in... undesired effects.

I recommend using this as a workaround:
Vintage Jun 29, 2014 @ 2:17am 
And the reason you posted that link is...?
Albatross Jun 29, 2014 @ 2:19am 
So you can see what I am talking about with the animations. In that video, it tells you how to use the sequences set for each model.
Vintage Jun 29, 2014 @ 2:21am 
Yes, it shows a guy at VALVe spawning player/hwm/scout.mdl and importing the running animation for holding a default primary weapon, not a guy spawning the nonexistant player/movie/scout.mdl and importing the nonexistant default walking animation.
Albatross Jun 29, 2014 @ 2:24am 
I am able to use the same steps he has done, and create a model with a running animation though.
Vintage Jun 29, 2014 @ 2:25am 
Yes you are. So am I. But there is no default walking animation. Either way, you have been answered, the author of the suited Scout model forgot to put $includemodel player/scout_animations.mdl in the QC file.
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Date Posted: Jun 27, 2014 @ 7:06am
Posts: 13