$sequence "helping_hand_retract_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_RETRACT_LAYER" 1 $sequence "helping_hand_retract" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_RETRACT" 1 $sequence "helping_hand_loop_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_LOOP_LAYER" 1 $sequence "helping_hand_loop" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_LOOP" 1 $sequence "helping_hand_extend_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_EXTEND_LAYER" 1 ![]() $sequence "helping_hand_extend" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_EXTEND" 1 You need to find out what framecount they are using, to avoid issues. Some modders are animating at odd FPS to get their anims fit the required lengh. That number is the framecount you need to calculate with. Scroll up a little until you find a line that is only "time Number_Here". Open the animation smd files from the custom gun's decompiled files, (smd files are text files, use notepad) and scroll down to the very bottom.Swap out all smd files in the $sequence lines of the original gun with the ones from the custom gun.It is a blended animations which crowbar has issues with decompiling. Lookpose is the slightly different pose when looking up/down. Or delete the addlayer "look_poses" from the idle sequence. When porting animations you will most likely need to fix the lookposes animation. Copy the custom guns smd and anim folder to the folder where your original guns qc is.Delete the original guns smd files and animation folder, we won't be using those either.Copy the $cdmaterials line from the custom qc to the original qc.Edit the original weapons qc to use the custom gun model smd in the $model or $bodygroup line.In this example the Scar is the custom gun and the SG552 is the original gun. Decompile the "original" gun, which is the gun that will be replaced.Decompile the "custom gun" which is the model and anims you want.If all bones are in the exact same spot for all the anims, give up. To find out if a set of animations can be ported, use blender to load the animation smd files. ![]() New weapon mods that follow my own gun making guide will very likely not be able to be ported because the animations break entirely on decompile unless the modder specifically chose to include the anims without blends as extra data in the model. If you don't edit the FPS you could fire the gun before the reload anim is done. ![]() ![]() If for any case you want to port one gun to another you need to edit the animation FPS so that the time ends up matching. If framecount match between non_layer and _layer, but use a different FPS, set blender to whatever FPS the _layer sequence has and animate on that. Then in the QC file you must use this animation file you saved in both non-layer and layer, but in the qc block of the non-layer you can use the command "frames 0 30" to tell the compiler to only use the frames 0 to 30. that way the frames 31 to 50 will all be the same. In this case you must build your animation in the non-layer frame-range (0-30) and then duplicate the 30th frame over to the 50th. You will end up seeing the layer animation, but only the frames 0 to 30. If a layer animation has more frames than the non-layer, then the layer will stop at whatever frame the non-layer ends.Įq_pipebomb_itempickup_extend - 30Frames 80FPSĮq_pipebomb_itempickup_extend_layer - 50Frames 80FPS The layer animations are the ones you actually see in the game.
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