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HIT Forums  |  General  |  Other Threads  |  Topic: Rigging new anims onto a model 0 Members and 1 Guest are viewing this topic. « previous next »
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waqwarrior
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« on: January 23, 2010, 12:52:32 AM »

I'm making an attempt at rigging the Blue Shift animations onto Liquidator's Barney but am unsure how to go about that. Is it easy? Difficult? Any help is appreciated.

edit: download link doesn't work, but it's in DD's SD Pack
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« Reply #1 on: January 23, 2010, 02:06:17 AM »

If you're lucky, you probably won't have to rig. That's only if they have the same skeleton.
1. Decompile default Blue Shift barney in a temp folder on the desktop

2. Decompile your custom barney in a different folder

3. Drag all the default animation .SMDs from BS to your custom barney. You may need to sort by file type to do this. If I'm right, it starts with "idle1" and goes past "buttonpush." I'm looking at /valve/ barney so I'm not sure.

4. Open the default Blue Shift Barney .QC and look for // " [number] animation sequence(s). Depending on the model, you may have more or less sequences. Select all of the $sequences. Since they should be the last lines on the .QC, it might be safe to say just copy the line // animation sequence(s) and everything below it.


5. Go to your custom barney, open the QC, and paste over the animation sequences there. Remember, don't just paste it all after, it should replace the custom model animations (which need the BS animations you say)

6. Compile it (the custom model that needs BS anim,) then see if it loads into HLMV or whatever you use

Hope I was clear enough, it's 9 PM here and I'm a bit tired. Anything else?
Also, the same might apply with other NPCs.
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waqwarrior
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« Reply #2 on: January 23, 2010, 02:50:48 AM »

Thanks HVR Cheesy
I wasn't sure if that would work, I tried it before but it FAILED
Danke!
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waqwarrior
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« Reply #3 on: January 23, 2010, 05:25:50 PM »

apologies for the double post ^^;

How does one go about rigging new animations on a model with a -different- skeleton?

i.e. the scientists from DD's pack onto blue shift animations...

And does the same principle apply for weapons? I love the LD idle animations and want to rig them onto some of my weapons Shocked
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Leeroy1337
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« Reply #4 on: January 23, 2010, 05:33:50 PM »

Well you don't rig the model onto animations, but on a skeleton which uses those anims. Just simply position the model onto the skeleton as the model which is on that skeleton and assign corresponding parts to corresponding bones, eg. Leg1 > left leg, Arm2 > right upper arm, Mag > magazine, etc etc.

Maybe this might help you: http://hl-improvement.com/forums/gold-source-tutorials/basic-rigging-tutorial-on-ms3d-%28big-pictures!%29/
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Besli
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« Reply #5 on: February 10, 2010, 04:25:40 AM »

Uh, I converted Werewolf's Barney to Blue Shift long time ago.
I posted it somewhere here on the forum, but I can't remeber where...

So here it is again:


Damn, I now found the original release:
http://hl-improvement.com/forums/gold-source-models/(barney)-sd-textured-barney-(final-update-redownload)/msg93459/#msg93459
 
« Last Edit: February 10, 2010, 04:28:17 AM by Besli » Logged


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waqwarrior
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« Reply #6 on: February 10, 2010, 02:00:43 PM »

Werewolf's and the HD model use the same skeleton. Just copy the anims to the .qc and the smds and the BS animations will work. ..at least for me.
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