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★ Black Lounger ★
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ok well, im doing animation work for a mod,
the previous set of animations was the HL animations, which ill add didnt fit the model at all, the models for this mod are somewhat of a cartoon proportion and the arms didnt match up at all, and made the attachments and 3rd person weapon models look pretty crappy together,
so i deleted the old skeleton, built a new one, made a few animations, and made a bunch of dummy animations to fill in the ones i hadnt replaced yet,
my first problem was that while in third person, it would only play the aiming animations of the weapon i was holding, in this case a baseball bat, and when i walked his body WOULD twist and turn like the esf models do to make a smoother more realistic animation when looking around, but it wouldnt play the running or walking animation at all, so i assumed that the blends were working properly
then after making some edits to the qc file, (making it more like the default qc, i thought maybe i wrote something down wrong in there) after that the running, and walking would play properly, however now the aiming animations werent playing on torso of the model like it did with the previous animation set, (half lifes default)
so i came to the conclusion that the code of the game tells it which bones to apply different animations to, cuz my new skeleton doesnt have the same bone names as the older one, but im not 100% sure,
im only asking the experienced animators, (the few here) hell darktooth, your input here is more or less the primary thing im ookin for cuz you obviously know your way around HL animating like its nothing, but any animators in general that can answer this question,
is the problem casued by the code or the qc file, or rather is it something that i can fix from my end, or do i have to sort this out with the inteam coder,
the previous set of animations was the HL animations, which ill add didnt fit the model at all, the models for this mod are somewhat of a cartoon proportion and the arms didnt match up at all, and made the attachments and 3rd person weapon models look pretty crappy together,
so i deleted the old skeleton, built a new one, made a few animations, and made a bunch of dummy animations to fill in the ones i hadnt replaced yet,
my first problem was that while in third person, it would only play the aiming animations of the weapon i was holding, in this case a baseball bat, and when i walked his body WOULD twist and turn like the esf models do to make a smoother more realistic animation when looking around, but it wouldnt play the running or walking animation at all, so i assumed that the blends were working properly
then after making some edits to the qc file, (making it more like the default qc, i thought maybe i wrote something down wrong in there) after that the running, and walking would play properly, however now the aiming animations werent playing on torso of the model like it did with the previous animation set, (half lifes default)
so i came to the conclusion that the code of the game tells it which bones to apply different animations to, cuz my new skeleton doesnt have the same bone names as the older one, but im not 100% sure,
im only asking the experienced animators, (the few here) hell darktooth, your input here is more or less the primary thing im ookin for cuz you obviously know your way around HL animating like its nothing, but any animators in general that can answer this question,
is the problem casued by the code or the qc file, or rather is it something that i can fix from my end, or do i have to sort this out with the inteam coder,