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-   -   Help / Support [TUT]Fixing a Human/Zombie's Animations (https://forums.alliedmods.net/showthread.php?t=246500)

yokomo 08-22-2014 11:40

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by RateX (Post 2187785)
Guys, look at the amount of frame, that the reason for bug.
Modelindex work for every woman model, not just player_w.mdl.
One weird thing is that this only happen for crouch_aim_knife, although other crouch animation also exceed default cs frame

So what is your solution on this issue? About changing crouch animation frames not tested yet. Gonna test soon.

RateX 08-22-2014 13:04

Re: [TUT]Fixing a Human/Zombie's Animations
 
Yes, deleting frame probably be the solution, though I'm not a modeler:mrgreen:. Anyone know how to do it feel free to try:)

ZPhugeFan 08-23-2014 05:03

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by RateX (Post 2187831)
Yes, deleting frame probably be the solution

I've never thought about that. Will try it and see what comes out.

yokomo 08-26-2014 04:38

Re: [TUT]Fixing a Human/Zombie's Animations
 
I've found a reason why dual-pistol animation is bugged, it because you decompile model using "Kratisto model decompiler" by HLMV or JedHLMV.

I tried to decompiile model using MilkShape3D and there is no "crouch_aim_dualpistols_1" and "crouch_aim_dualpistols_2" found.

It listed as "crouch_aim_dualpistols". So i recommend you to use model decompiler via MilkShape3D.

RateX 08-26-2014 06:35

Re: [TUT]Fixing a Human/Zombie's Animations
 
Nice finding, but I still prefer Kratisto's. The QC file is much more detailed, and the sequence with multiple blends is much more organized. Also I got the habbit of using hlmv to decompile model instead of ms3d.
Btw, did you have any success in deleting frames? I tried it my self but couldn't figured out how to delete keyframe:mrgreen:


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