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- Model name, specified through $modelname. This will determine where to compile your model, and what name it should have.
E.g. $modelname "foldername/anotherfoldername/model.mdl"
-----------------------
- Model .smd/.dmx through $model or $bodygroup
E.g. $model "model tag" "model.smd"
OR
$bodygroup "body group name" {
studio "model.smd"
studio "anothermodel.smd" //a different selectable model. Optional.
blank //makes the body group detachable. Optional.
}
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- Idle animation. Use the same .smd/.dmx file unless custom animations are also to be added.
E.g. $sequence "animation name" "model.smd"
OR
$sequence "real animation name" "animation.smd" {
fps 30 //animation rate
}
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A .phys model is not required, since SFM doesn't have functions for dynamics.
$model (used when has flexes) - $body for mesh additions that don't
$cdmaterials {some path relative to a materials folder}/someVMTname that is known by your model
$mostlyopaque if the model has materials that are translucent
$staticprop (only if the model is a prop and DOES NOT need more than a static_prop bone)
$Body fully supports flexes (and so does even $BodyGroup, except it can create duplicate flex controllers of the same name)... the problem just is only DMX flexes are supported (since they're defined inside the DMX), where-as SMD and VTA (or DMX and VTA) needs $Model, yes. Eyes also need $Model, though, so it's very rare a model with flexes uses $Body, but the Engineer from Team Fortress 2 is an example.
TL;DR: *Rant about you saying $Model is used when there are flexes, $Body when not*
(https://developer.valvesoftware.com/wiki/$body)
The QC command $model specifies a reference SMD file to be used as part of a complex model. Simple models (including all $staticprops) should use $body.
(https://developer.valvesoftware.com/wiki/$model_(QC))
making it useful still might contain all the things you asked for/posted.
in case of release: don't do model overrides. avoid file collisions on the workshop or override glitches. for example the cloverfield parasite on the workshop overrides the fast zombie. whotf does that? lol bad. also compile your model to a subfolder under models. preferably with a type or genre or your name and a sub group or "universe" to refer to. also locate the materials in a subfolder with that same scheme. organize your custom and shared materials. and don't ever overwrite or relatively replace a file from the default content. xmpl ->
for ease of animating it might not be a bad idea to use one of valve's default skeleton layouts and their naming scheme for humanoid character skeletons. that avoids problems with the bone hierarchy display and with the standard biped_simple rig script. you can give a shot and try autorig script from the workshop if you don't want to sort and name bones. but... you better just have standard compatibility for a default animatable body. if not... it sux.
and it might actually still not be a bad idea to have a bit of the collision model and physics setup. in case you wanna use the model as a ragdoll or play with physics ingame sfm. you could record things blowing up. models. puppets. whatever you like to see flying. ;) so...
mood killer... i forgot that most of those hammers i have... have malfunctioning model browsers that crash on a lot of custom models. gotta fiddle a config that can load tf2 first. D:
again... i wonder when valve gonna fix that F*CKING SH*T of a glitchy browser in sfm's hammer.
and... i still did the shot. just like "on set". like an fx shot. proper prepared. "camera" (luckily post inserted to always get the best angles). action. preroll. button. boom. it looks like it got some weird quirks and glitches but it generally does it. atleast for ragdoll throwing. next is to collapse a building or do a rampshot with a car. ^_^
Also, when I get past the compiling stage, how does one upload it to workshop? Not like I'm gonna upload it without testing first. The models I'm gonna be porting to sfm, are my ragdolls from gmod, they don't have the valve biped skeleton, as spines for these models would ruin them. Exception that the hands are valve biped, for finger poser, and there having to be one spine bone and the pelvis.
Now, can someone clearly tell me, does anything need to be changed, to the ragdoll qc? here is an example qc from one of my ragdolls:
Lose the attachments, they don't work in SFM
$sequence "idle" "matanui_anims\idle.smd" {
fps 30
}
is all you need.
Your material vmt files have to be in your usermod\materials\models folder according to you qc.
And your model will end up in tour usermod\models folder
You don't need the collision smd or the collision joints for SFM.
You will require hitboxes... but you can get those from HLMV after you've done a basic compile.
(Unless there are customly defined ones, in which case it'll show the defined ones, of course.)