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<helper> hlp_forearm_L bip_lowerArm_L bip_lowerArm_L bip_hand_L
<basepos> -9.99201e-016 -4.75779 -1.77636e-015
<trigger> 90 -1.09332e-015 3.97569e-016 1.59028e-015 0 0 0 0 0 0
<trigger> 90 0 89 0 0 65 0 0 0 0
<trigger> 90 0 -89 0 0 -65 0 0 0 0
<helper> hlp_forearm_R bip_lowerArm_R bip_lowerArm_R bip_hand_R
<basepos> -1.02912e-005 4.75777 -9.37782e-006
<trigger> 90 -1.98785e-016 0 0 0 0 0 0 0 0
<trigger> 90 0 89 0 0 65 0 0 0 0
<trigger> 90 0 -89 0 0 -65 0 0 0 0
http://facepunch.com/showthread.php?t=1295558
for procedural bones on the femscout model. Thank you.
But doesn't that only work if the model has a proper rig? When I load that c_bow_thief model, I don't have to do anything special to enable that deformation. From the above description, it would seem you need to have an IK rig for the model in order for such bones to work.
I hate to be the new guy asking this stuff, but information about modeling for source in blender is either outdated, inadequate, or geared specifically at TF2's new "easy import" nonsense... I have found literally zero tutorials as far as building IK rigs in blender for use in SFM... And I don't even know which community would help in that regard; SFM or Blender?
I don't think it's even possible to make an Inverse-Kinematic rig in Blender and export that for use in Source FilmMaker, and even if it is, I'm not sure it would be of that good quality, but I may be wrong.
Same goes for you, Jack. I've watched several of your videos on YouTube. While they haven't helped me in regard to this particular problem, they did help me in extracting and examining existing models.
As far as the jigglebones, yes. I understand what you're saying about them not requiring a rig. I guess the part I'm confused about is that these procedural bones don't show up in Blender in the decompiled model. At least they don't show up in the armature list, nor in edit, pose, or object modes... Do they get added to the model prior to export and then vanish into the SMD file or do you have to manually write a VRD file that orders a bone to contract as it rotates?
This is a snippet of MaxodS2D's qc for the enhanced Fem Scout from his source files...
// ---------------------------------------------------
// BODYGROUPS & OTHER MESHES
// ------------------------------------
$bodygroup head_items
{
studio "femscout_head_items.smd"
studio "femscout_head_items_nohat.smd"
blank
}
$bodygroup torso
{
studio "femscout_body_handbag.smd"
studio "femscout_body_nohandbag.smd"
}
$bodygroup pants
{
studio "femscout_legs.smd"
studio "femscout_legs_pants.smd"
}
$include femscout_bodygroups_release.qci
// ---- note he does add procedurals here for her ----
$proceduralbones femscout.vrd // thanks to Revzin for solving this
//------------------------------------------------------------------
http://imgur.com/qb392Dq
The weapon is weight painted to perform the way it does.
Because of the weight painting, as you rotate the weapon bones 1 and 2, the mesh will stretch because of the weight. If you want to control that stretch, "I" would add 2 more bones to it at the upper and lower arm hinge point and re-weight them accordingly, then recompile the model (as a new name).
http://imgur.com/endsHi0