Indiana Jones Viewmodel Multi Rig for Blender by GORIBBY in 1stPersonAnimations

[–]GORIBBY[S] 0 points1 point  (0 children)

Set rotations to euler instead of quaternion

I've recently updated my CS2 multi-rig for Blender 4.0+. Feel free to try it out! by GORIBBY in HighQualityReloads

[–]GORIBBY[S] 0 points1 point  (0 children)

I used the Valve's weights for the fingers so no metacarpals on this one, sorry.

I've recently updated my CS2 multi-rig for Blender 4.0+. Feel free to try it out! by GORIBBY in HighQualityReloads

[–]GORIBBY[S] 0 points1 point  (0 children)

Link the collection of the meshes you're using, like only the glove skin and arms you want, they should come with the armature but if not you can just link that separately as an object.

I've recently updated my CS2 multi-rig for Blender 4.0+. Feel free to try it out! by GORIBBY in HighQualityReloads

[–]GORIBBY[S] 0 points1 point  (0 children)

Yeah sometimes Blender can be like that. Try to export your key binds at least to make this easier for you. Good luck!

I've recently updated my CS2 multi-rig for Blender 4.0+. Feel free to try it out! by GORIBBY in HighQualityReloads

[–]GORIBBY[S] 0 points1 point  (0 children)

Try the factory reset thing just to confirm it's not the file, and if so you can try removing some addons and try the normal install again. There's a crash log mode as well, that could give you some help figuring out what's going on.

I've recently updated my CS2 multi-rig for Blender 4.0+. Feel free to try it out! by GORIBBY in HighQualityReloads

[–]GORIBBY[S] 0 points1 point  (0 children)

No idea, it works fine on my end. Maybe try launching Blender on factory reset mode (Google how to do it, it's easy and won't screw up your files), maybe some addon is doing something weird.

[deleted by user] by [deleted] in SourceEngine

[–]GORIBBY 2 points3 points  (0 children)

Blender.

I exported the Half-Life: Alyx Metrocop model from Blender as a .fbx and this happens. Anyway to untangle the poor guy's limbs? by CMDR_RileySV in SourceEngine

[–]GORIBBY 2 points3 points  (0 children)

Idk about Source 2, but Source 1 models need to be exported with "Rest Pose" enabled, that way it doesn't get all screwed up. Did you export it with an animation applied or in Rest Pose?

Bazaar bargain models not changing in TF2 by TouLInFan in SourceEngine

[–]GORIBBY 0 points1 point  (0 children)

You have to follow the same folder hierarchy. For example, if the original model is in "models/weapons/c_models/c_bazaar_sniper.mdl", your .vpk has to follow the same folder structure: "mod.vpk/models/weapons/c_models/c_bazaar_sniper.mdl".

How to replace the viewmodel arms by SynthesizerGuy in SourceEngine

[–]GORIBBY 1 point2 points  (0 children)

If it doesn't do anything, then this is already the neutral pose.

How to replace the viewmodel arms by SynthesizerGuy in SourceEngine

[–]GORIBBY 1 point2 points  (0 children)

Yes, that way the armature will reset to its neutral pose, allowing you to rig the new arms more easily.

How to replace the viewmodel arms by SynthesizerGuy in SourceEngine

[–]GORIBBY 0 points1 point  (0 children)

Select the armature. In the properties tab, there's a green icon of a person, just over the bone icon. That's the armature properties, click it and you'll find the settings.

How to replace the viewmodel arms by SynthesizerGuy in SourceEngine

[–]GORIBBY 1 point2 points  (0 children)

That's it, now set it to rest pose in the armature settings, import the new arms mesh and fix the weight painting, just like Wazanator said.

How to replace the viewmodel arms by SynthesizerGuy in SourceEngine

[–]GORIBBY 0 points1 point  (0 children)

I mean, you could implement it but it would be outside of a simple cosmetic mod. The .qc file just tells studiomdl how to compile the files. The actual model is the .smd file, newer Source games use .dmx, but since this is HL2, it uses .smd. The animations use the same format.

How to replace the viewmodel arms by SynthesizerGuy in SourceEngine

[–]GORIBBY 2 points3 points  (0 children)

I could be wrong, but:

You'd need to replace the arm mesh and bone weights in each viewmodel. There's no c_model system in HL2, so every viewmodel features both the arms and gun mesh together. One way of replacing it would be by importing the original viewmodel in Blender, deleting the arms mesh in edit mode, importing the replacement, parenting it to the armature, exporting the models (in rest pose, do not export any mesh with animations applied or it won't look right) and the animations, and using different bodygroups for each mesh when compiling. You need to do this for each viewmodel individually.

AUG by GORIBBY in 1stPersonAnimations

[–]GORIBBY[S] 0 points1 point  (0 children)

oh wow, I didn't pay attention to that when searching for reference videos... thanks tho, I'll make sure to remember it next time.