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fuze Apr 14, 2016 @ 10:42am
[CSGO] .smd animation
As the title says, is there a way to extract an .smd animation (reference .smd is 30frames long, while all others are only 1 frame) I have tried decompiling t_animations.mdl (with t_animations.ani) and t_arms_phoenix.mdl
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Showing 1-6 of 6 comments
fuze Apr 14, 2016 @ 12:02pm 
correction: reference .smd is also only 1 frame long.
ZooL Apr 14, 2016 @ 1:11pm 
he was working on .ani files I believe, you can't decompile models that have one, it'll be broken... I have some viewmodels to decompile aswell so...
Last edited by ZooL; Apr 14, 2016 @ 1:13pm
fuze Apr 14, 2016 @ 2:45pm 
I fixed it, now my problem is that hierarchy is not the same in t_arms_phoenix.mdl and t_animations.mdl so milkshape screws it up...
icefrog Apr 14, 2016 @ 11:07pm 
@fuze
lol. How did u do that? It is impossible to decompile csgo models
About your problem. It is also impossible to merge skeleton of viewmodel with player's. Can you please tell us how did u decompile t_animations
fuze Apr 15, 2016 @ 4:31am 
@HolyByLibrary well first you have to extract the t_animations.mdl and .ani (won't work without it) and thats basically it. But, what you are probably looking for (atleast I was) is inside animset_t instead of t_animations (you have to have all the files in the folder, not only .mdl).
After that, as I said MilkShape will load only 1 frame. So to fix that, you need Cinema4D and the IOgre plugin. First step is to place the smdpatch.bat inside the folder where all your .smd's are and run it (note: for me it was buggy and made a lot of duplicated like smdpatch_smdpatch_smdpatch_name.smd so be careful when to manually stop it if you experience the same bug). Next step is to import the .smd in Cinema4D with the IOgre plugin. The .smd should be good now (all frames should be there). After that is done, you will need to export the .smd from Cinema4D to some folder, and now MilkShape will read all the frames correctly. But as I said the skeleton will not match with the reference one and that means that the animation will not work unfortunatelly. I am still trying to figuere it out how to fix it but so far I've got no ideas. Any help here is appriciated.
fuze Apr 15, 2016 @ 4:47am 
(FIRST OF ALL IM DUMB AS FUCK, I MADE A HUGE ASS TYPO SAYING t_arms_phoenix.mdl WHEN I WAS REFERING TO tm_phoenix.mdl SORRY FOR MISSUNDERSTANDING)
But, ok I fixed the animations now :) Instead of decompiling the tm_phoenix.mdl which has wrong bone naming/ordering I decompiled the tm_phoenix_legacy.mdl which is inside models/player/custom_player/legacy. Now animations work correctly. (You still need to import them to Cinema4D and export them).
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Date Posted: Apr 14, 2016 @ 10:42am
Posts: 6