SKUPINA SLUŽBY STEAM
Blender Tutorial Community BlenderTuts
SKUPINA SLUŽBY STEAM
Blender Tutorial Community BlenderTuts
20
VE HŘE
163
ONLINE
Založena
16. října 2012
Jazyk
Angličtina
Umístění
United States 
Zobrazeno 1–10 z 13 položek
2
VMT PROBLEM!!!
0
Flexes wont reset
1
DMX flexes wont work
I added some flexes to the charger in L4D2 for SFM and exported them with the DMX file, the names of the flexes show up in HLMV but they do nothing... (they work in blender however)

I made the flexes with shape keys

Here's my .qc


$modelname "infected/charger.mdl"

$bodygroup "Charger"
{
studio "charger_model.001.dmx"
}



$poseparameter "move_yaw" -180 180 360
$poseparameter "body_pitch" -90 90 360
$poseparameter "body_yaw" -90 90 360

$opaque

$cdmaterials "models\infected\charger\"


$texturegroup "skinfamilies"
{
{
"debug/debugempty.vmt"
"models/infected/charger/charger_diffuse.vmt"
}
}

// Model uses material "debug/debugempty.vmt"
// Model uses material "models/infected/charger/charger_diffuse.vmt"

$attachment "lfoot" "bip_foot_L" 1 3 0 rotate 0 -23 180
$attachment "rfoot" "bip_foot_R" 1 3 0 rotate 0 -23 -180
$attachment "lhand" "bip_hand_R" 5 -2 0 rotate 0 0 0
$attachment "rhand" "bip_hand_R" 5 -2 0 rotate 0 0 0
$attachment "attach_blur" "bip_pelvis" 0 0 0 rotate 30 0 90

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 73

$illumposition -3.157 -6.319 33.42

$bbox -13 -13 0 13 13 72

$cbox 0 0 0 0 0 0

$hboxset "charger"
$hbox 5 "bip_hip_L" 3 -5 -5 21 4.5 7
$hbox 5 "bip_knee_L" -1 -4 -5 17 4 5
$hbox 5 "bip_foot_L" -3.5 -7 -4 3.5 3 4
$hbox 4 "bip_hip_R" 3 -4.5 -3 21 4.5 5.5
$hbox 4 "bip_knee_R" 0 -3.75 -3 18 3.25 4
$hbox 4 "bip_foot_R" -2 -1 -2.75 2 7 2.75
$hbox 0 "bip_pelvis" -9.25 -7 -9.5 9.25 7 6.5
$hbox 0 "bip_spine_1" -10 -8 -10.5 8 8 7.5
$hbox 0 "bip_spine_3" -11 -8 -8 9 8 8
$hbox 1 "bip_head" -4 -6.25 -3.5 2.5 2.25 3.5
$hbox 2 "bip_upperArm_L" -2 -2 -1.5 2 2 13.5
$hbox 2 "bip_lowerArm_L" -1 -1 -2 1 1 10
$hbox 3 "bip_upperArm_R" -4 -6.25 -7.5 20 4.75 7.5
$hbox 3 "bip_lowerArm_R" -1 -6.25 -6 19 8.25 6
$hbox 3 "bip_hand_R" -2 -0.5 -6.5 6 8.5 6.5
$skipboneinbbox




$sequence "ragdoll" "charger_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}

$sequence "charger" "charger_anims\charger.smd" {
fps 30
}

$includemodel "infected/anim_charger.mdl"

$ikchain "rhand" "bip_hand_R" knee 0.707 0.707 0
$ikchain "rfoot" "bip_foot_R" knee 0.707 -0.707 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0

$collisionjoints "charger_collision.smd"
{
$mass 0
$inertia 2
$damping 0.01
$rotdamping 0.4

$jointmassbias "bip_pelvis" 0.75

$jointconstrain "bip_hip_R" x limit -25 25 0
$jointconstrain "bip_hip_R" y limit -10 15 0
$jointconstrain "bip_hip_R" z limit -55 25 0

$jointmassbias "bip_knee_R" 2
$jointconstrain "bip_knee_R" x limit -10 25 0
$jointconstrain "bip_knee_R" y limit -5 5 0
$jointconstrain "bip_knee_R" z limit -10 115 0

$jointconstrain "bip_hip_L" x limit -25 25 0
$jointconstrain "bip_hip_L" y limit -10 15 0
$jointconstrain "bip_hip_L" z limit -55 25 0

$jointmassbias "bip_knee_L" 2
$jointconstrain "bip_knee_L" x limit -10 25 0
$jointconstrain "bip_knee_L" y limit -5 5 0
$jointconstrain "bip_knee_L" z limit -10 115 0

$jointmassbias "bip_foot_L" 4
$jointconstrain "bip_foot_L" x limit -20 30 0
$jointconstrain "bip_foot_L" y limit -30 20 0
$jointconstrain "bip_foot_L" z limit -30 50 0

$jointmassbias "bip_spine_0" 0.75
$jointconstrain "bip_spine_0" x limit -10 10 0
$jointconstrain "bip_spine_0" y limit -10 10 0
$jointconstrain "bip_spine_0" z limit -20 20 0

$jointmassbias "bip_spine_2" 0.75
$jointconstrain "bip_spine_2" x limit -10 10 0
$jointconstrain "bip_spine_2" y limit -16 16 0
$jointconstrain "bip_spine_2" z limit -20 30 0

$jointconstrain "bip_upperArm_R" x limit -15 20 0
$jointconstrain "bip_upperArm_R" y limit -40 32 0
$jointconstrain "bip_upperArm_R" z limit -80 25 0

$jointconstrain "bip_upperArm_L" x limit -15 20 0
$jointconstrain "bip_upperArm_L" y limit -40 32 0
$jointconstrain "bip_upperArm_L" z limit -80 25 0

$jointmassbias "bip_lowerArm_L" 2
$jointconstrain "bip_lowerArm_L" x limit -40 15 0
$jointconstrain "bip_lowerArm_L" y limit 0 0 0
$jointconstrain "bip_lowerArm_L" z limit -120 10 0

$jointmassbias "bip_hand_L" 4
$jointconstrain "bip_hand_L" x limit -25 25 0
$jointconstrain "bip_hand_L" y limit -35 35 0
$jointconstrain "bip_hand_L" z limit -50 50 0

$jointmassbias "bip_lowerArm_R" 2
$jointconstrain "bip_lowerArm_R" x limit -40 15 0
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
$jointconstrain "bip_lowerArm_R" z limit -120 10 0

$jointmassbias "bip_hand_R" 4
$jointconstrain "bip_hand_R" x limit -25 25 0
$jointconstrain "bip_hand_R" y limit -35 35 0
$jointconstrain "bip_hand_R" z limit -50 50 0

$jointmassbias "bip_head" 2
$jointconstrain "bip_head" x limit -50 50 0
$jointconstrain "bip_head" y limit -20 20 0
$jointconstrain "bip_head" z limit -26 30 0

$jointmassbias "bip_foot_R" 4
$jointconstrain "bip_foot_R" x limit -20 30 0
$jointconstrain "bip_foot_R" y limit -30 20 0
$jointconstrain "bip_foot_R" z limit -30 50 0
}

$collisiontext
{
animatedfriction
{
"animfrictionmin" "100.000000"
"animfrictionmax" "500.000000"
"animfrictiontimein" "0.100000"
"animfrictiontimeout" "1.000000"
"animfrictiontimehold" "0.200000"
}
editparams
{
"rootname" "bip_pelvis"
"totalmass" "100.000000"
}
}

$jigglebone "bip_upperArm_L"
{
is_flexible
{
length 10
tip_mass 250
pitch_stiffness 1
pitch_damping 4
yaw_stiffness 1
yaw_damping 8
allow_length_flex
along_stiffness 100
along_damping 0
pitch_constraint -79.999998 39.999999
pitch_friction 0
pitch_bounce 0
yaw_constraint -20 70
yaw_friction 0
yaw_bounce 0
}
}
$jigglebone "bip_lowerArm_L"
{
is_flexible
{
length 10
tip_mass 500
pitch_stiffness 25
pitch_damping 8
yaw_stiffness 100
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
pitch_constraint -20 70
pitch_friction 0
pitch_bounce 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
}
}
$jigglebone "bip_hand_L"
{
is_flexible
{
length 5
tip_mass 50
pitch_stiffness 100
pitch_damping 5
yaw_stiffness 100
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 1.396263
}
}
2
Amatrure
1
Beard
0
Get model to use custome animations
0
2 armatures
1
TF2 scotish ristance
2
Blender odd moving and export prop's
Zobrazeno 1–10 z 13 položek