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FF2 Download This To make Rigging Easier + Advanced Rigging Tutorial And Hexing Tutorial


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WakaFlocka
Senior Member
Join Date: Mar 2015
Location: Somewhere in the world
Old 07-05-2015 , 09:22   Download This To make Rigging Easier + Advanced Rigging Tutorial And Hexing Tutorial
Reply With Quote #1

Are you tired of opening gcfscape extracting tf2 player models to get the qc file and bones onto your custom model? Well not anymore introducing READY 2 RIG WITH READY 2 RIG you'll be able to rig much faster and easier saves you alot of time. Comes with qc files for all classes original smds and bones. Follow the following steps if you are new to rigging.
Download Ready To Rig


For New People


Step 1: open the bones file included in the zip for whatever class you want











Step 2: Once opened click file import smd,obj,dae, or 3ds whatever type you have in this case i'm going to use smd







Step 3: It should look like this once your at this point just move the model into the bones this may take a while.
It's difficult i'm struggling my self most of the time i just ask ravens lol but hey, i'm getting better sooner or later i will do everything my self.
Use the default smd class for help to see how it's assigned which is also included in zip.






Step 4: After you Successfully maneuvered the model into the bones and it looks very similar to my screenshot. Your almost done lastly you have to assign the mesh to the bones
my favorite part since it's easy well atleast for me it is anyways here's how.












COMPILING CORRECTLY






do the same for smd




And that's it if it looks weird in model viewer then you rigged it wrong or you missed some verticies while assigning the mesh make sure you cover everything when assigning the mesh.
To the bones anyways this concludes my Rigging Tutorial Enjoy and remember...

Spoiler



A SUPER SECRET
Spoiler





Memorize These Shortcut Keys and rigging will be much easier for you most of these are very useful
Spoiler





HEXING TUTORIAL



Spoiler
Attached Files
File Type: txt Blender facts.txt (4.1 KB, 606 views)

Last edited by WakaFlocka; 01-08-2016 at 20:04.
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WakaFlocka
Senior Member
Join Date: Mar 2015
Location: Somewhere in the world
Old 07-05-2015 , 09:25   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #2

forgot to upload ready to rig.zip doing it now
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Scoot Sauce
Senior Member
Join Date: Feb 2015
Location: vsh_2fortdesk_v8
Old 07-05-2015 , 14:04   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #3






I'm stuck here, I want to flip the model to be adjusted to the bones, but I don't know how to do so

(Keep in mind, I am blind to modeling)
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Last edited by Scoot Sauce; 07-05-2015 at 14:06. Reason: Need to pp
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Maximilian_
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Join Date: Oct 2014
Old 07-05-2015 , 14:11   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #4

Fine
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Akuba
Senior Member
Join Date: Oct 2013
Old 07-05-2015 , 14:46   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #5

Make sure the up axis is Y when Importing.

Also thank you for this tip. I was working with Weight Paint when Rigging models and I will try this new method when I have summer vacation

Last edited by Akuba; 07-05-2015 at 14:47.
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WakaFlocka
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Join Date: Mar 2015
Location: Somewhere in the world
Old 07-05-2015 , 20:42   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #6

Quote:
Originally Posted by Scoot Sauce View Post





I'm stuck here, I want to flip the model to be adjusted to the bones, but I don't know how to do so

(Keep in mind, I am blind to modeling)

hit R
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Scoot Sauce
Senior Member
Join Date: Feb 2015
Location: vsh_2fortdesk_v8
Old 07-05-2015 , 22:26   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #7

thx this was helpfull ^.^, still trying to get the .smd file to .mdl tho...
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WakaFlocka
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Join Date: Mar 2015
Location: Somewhere in the world
Old 07-06-2015 , 02:12   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #8

-Updated final steps
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Scoot Sauce
Senior Member
Join Date: Feb 2015
Location: vsh_2fortdesk_v8
Old 07-06-2015 , 02:49   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #9

PHP Code:
// Created by Crowbar 0.24.0.0

Compiling...

qdir:    "c:\users\josh\desktop\hungry_pumpkin\"
gamedir: "
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
g_path:  "
demo.qc"
Building binary model files...
Working on "
demo.qc"
SMD MODEL pumpkin.smd
Line 7 is incomplete


...Compiling finished. Check above for any errors. 

The .qc

PHP Code:
// Created by Crowbar 0.24.0.0

$modelname "volcanogman/pumkin/pumpkin.mdl"

$model "demo" "pumpkin.smd" {

    
eyeball "eye_right" "bip_head" -1.423510 78.598315 3.375235

    flexfile 
"demo.vta" 
    
{
        
defaultflex frame 0
        flexpair 
"CloseLidLo" 1 frame 1
        flexpair 
"CloseLidUp" 1 frame 2
        flex 
"WQ" frame 3
        flex 
"OO" frame 4
        flex 
"MB" frame 5
        flex 
"SH" frame 6
        flex 
"Y" frame 7
        flex 
"FV" frame 8
        flex 
"AH" frame 9
        flex 
"AE" frame 10
        flex 
"UH" frame 11
        flex 
"AW" frame 12
        flex 
"EE" frame 13
        flex 
"PP" frame 14
        flex 
"OH" frame 15
        flex 
"TH" frame 16
        flex 
"T" frame 17
        flex 
"ER" frame 18
        flex 
"DS" frame 19
        flex 
"GK" frame 20
        flex 
"N" frame 21
        flex 
"EH" frame 22
        flex 
"silence" frame 23
        flex 
"madUpper" frame 24
        flex 
"scaredUpper" frame 25
        flex 
"painUpper" frame 26
        flex 
"happyUpper" frame 27
        flex 
"defaultFace" frame 28
        flex 
"scared" frame 29
        flex 
"mad" frame 30
        flex 
"pain" frame 31
        flex 
"happy" frame 32
        flex 
"openJaw" frame 33
        flex 
"evilHappy" frame 34
        flex 
"screamingUpper" frame 35
        flex 
"drunkHappy" frame 36
        flex 
"dead" frame 37
    
}

    
flexcontroller right_CloseLid range -1 1 right_CloseLid
    flexcontroller left_CloseLid range 
-1 1 left_CloseLid
    flexcontroller multi_CloseLid range 
-1 1 multi_CloseLid
    flexcontroller blink range 0 1 blink
    flexcontroller GK range 0 1 GK
    flexcontroller happy range 0 1 happy
    flexcontroller happyUpper range 0 1 happyUpper
    flexcontroller AW range 0 1 AW
    flexcontroller dead range 0 1 dead
    flexcontroller evilHappy range 0 1 evilHappy
    flexcontroller T range 0 1 T
    flexcontroller EE range 0 1 EE
    flexcontroller drunkHappy range 0 1 drunkHappy
    flexcontroller UH range 0 1 UH
    flexcontroller TH range 0 1 TH
    flexcontroller DS range 0 1 DS
    flexcontroller mad range 0 1 mad
    flexcontroller scared range 0 1 scared
    flexcontroller defaultFace range 0 1 defaultFace
    flexcontroller N range 0 1 N
    flexcontroller ER range 0 1 ER
    flexcontroller painUpper range 0 1 painUpper
    flexcontroller PP range 0 1 PP
    flexcontroller OH range 0 1 OH
    flexcontroller madUpper range 0 1 madUpper
    flexcontroller scaredUpper range 0 1 scaredUpper
    flexcontroller pain range 0 1 pain
    flexcontroller screamingUpper range 0 1 screamingUpper
    flexcontroller EH range 0 1 EH
    flexcontroller silence range 0 1 silence
    flexcontroller WQ range 0 1 WQ
    flexcontroller OO range 0 1 OO
    flexcontroller MB range 0 1 MB
    flexcontroller SH range 0 1 SH
    flexcontroller Y range 0 1 Y
    flexcontroller FV range 0 1 FV
    flexcontroller AH range 0 1 AH
    flexcontroller AE range 0 1 AE
    flexcontroller openJaw range 0 1 openJaw
    flexcontroller eyes range 
-45 45 eyes_updown
    flexcontroller eyes range 
-45 45 eyes_rightleft
    
%WQ WQ
    
%OO OO
    
%MB MB
    
%SH SH
    
%Y
    
%FV FV
    
%AH AH
    
%AE AE
    
%UH UH
    
%AW AW
    
%EE EE
    
%PP PP
    
%OH OH
    
%TH TH
    
%T
    
%ER ER
    
%DS DS
    
%GK GK
    
%N
    
%EH EH
    
%silence silence
    
%madUpper madUpper
    
%scaredUpper scaredUpper
    
%painUpper painUpper
    
%happyUpper happyUpper
    
%defaultFace defaultFace
    
%scared scared
    
%mad mad
    
%pain pain
    
%happy happy
    
%openJaw openJaw
    
%evilHappy evilHappy
    
%screamingUpper screamingUpper
    
%drunkHappy drunkHappy
    
%dead dead
}

$bodygroup "smile"
{
    
blank
    studio 
"demo_smiley.smd"
}
$bodygroup "shoes"
{
    
studio "demo_shoes_bodygroup.smd"
    
blank
}

$poseparameter "body_pitch" -45 45 360
$poseparameter 
"body_yaw" -45 45 360

$cdmaterials 
"models\volcanogman\pumkin\
$cdmaterials "models\player\demo\"
$cdmaterials "models\effects\"

$texturegroup "skinfamilies"
{
    {
        "
arm.vmt"
        "
color.vmt"
        "
face.vmt"
        "
stem.vmt"
    }
    {
       "
arm.vmt"
        "
color.vmt"
        "
face.vmt"
        "
stem.vmt"
    }
    {
}

$attachment "eyes" "bip_head" 0 -2.43 -3.77 rotate 90 -90 0
$attachment "righteye" "bip_head" -1.42 -2.43 -3.77 rotate 90 -90 0
$attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
$attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
$attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
$attachment "partyhat" "bip_head" 0 -7.52 -0.62 rotate 90 -79 0
$attachment "eyeglow_L" "bip_head" 1.52 -2.37 -5.31 rotate 65 0 90
$attachment "eyeglow_R" "bip_head" -1.52 -2.37 -5.31 rotate 65 180 -90
$attachment "head" "bip_head" 0 -8.82 -0.62 rotate 90 -90 0
$attachment "bread_face" "bip_head" 2.21 -2.15 -4.41 rotate 39.72 -34.17 -113.45
$attachment "bread_head" "bip_head" -2.24 -6.85 -0.55 rotate 3.14 -129.24 19.82
$attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
$attachment "bread_hand_l" "bip_hand_L" 1.51 -3.26 0.46 rotate 13.11 -13.26 94.14
$attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
$attachment "bread_hand_r" "bip_hand_R" -1.53 3.27 -0.46 rotate 9.75 160.63 80.84
$attachment "flag" "bip_spine_2" 0.27 1.65 9.72 rotate -0.35 -13.37 -4.65
$attachment "bread_heel_l" "bip_foot_L" -0.09 3.1 -1.04 rotate 21.21 79.99 162.57
$attachment "bread_butt" "bip_hip_R" -0.26 2.25 5.4 rotate -46.72 156.23 110.88

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 78.511 0



$sequence "ref" "demo_anims\ref.smd" {
    fps 30
}

$sequence "ragdoll" "demo_anims\ragdoll.smd" {
    fps 30
    activity "
ACT_DIERAGDOLL" 1
}

$includemodel "player/demo_user_animations.mdl"
$includemodel "player/demo_animations.mdl"
$includemodel "workshop/player/animations/demo_workshop_animations.mdl"

$ikchain "rhand" "bip_hand_R" knee 0 0 0
$ikchain "lhand" "bip_hand_L" knee 0 0 0
$ikchain "rfoot" "bip_foot_R" knee 0 0 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0

$collisionjoints "demo_physics.smd"
{
    
$mass 100
    
$inertia 10
    
$damping 0
    
$rotdamping 4
    
$rootbone "bip_pelvis"

    
$jointrotdamping "bip_pelvis" 0

    
$jointmassbias "bip_hip_R" 0.8
    
$jointconstrain "bip_hip_R" x limit -30 15 0
    
$jointconstrain "bip_hip_R" y limit -25 25 0
    
$jointconstrain "bip_hip_R" z limit -79 57 0

    
$jointmassbias "bip_knee_R" 1.2
    
$jointrotdamping "bip_knee_R" 3
    
$jointconstrain "bip_knee_R" x limit 0 0 0
    
$jointconstrain "bip_knee_R" y limit 0 116 0
    
$jointconstrain "bip_knee_R" z limit 0 0 0

    
$jointmassbias "bip_hip_L" 0.8
    
$jointconstrain "bip_hip_L" x limit -15 25 0
    
$jointconstrain "bip_hip_L" y limit -70 50 0
    
$jointconstrain "bip_hip_L" z limit -25 30 0

    
$jointmassbias "bip_knee_L" 1.2
    
$jointrotdamping "bip_knee_L" 3
    
$jointconstrain "bip_knee_L" x limit 0 0 0
    
$jointconstrain "bip_knee_L" y limit 0 116 0
    
$jointconstrain "bip_knee_L" z limit 0 0 0

    
$jointmassbias "bip_foot_L" 0.75
    
$jointrotdamping "bip_foot_L" 7
    
$jointconstrain "bip_foot_L" x limit -10 30 0
    
$jointconstrain "bip_foot_L" y limit -19 25 0
    
$jointconstrain "bip_foot_L" z limit -25 30 0

    
$jointmassbias "bip_spine_1" 1.6
    
$jointrotdamping "bip_spine_1" 12
    
$jointconstrain "bip_spine_1" x limit -30 35 0
    
$jointconstrain "bip_spine_1" y limit -25 23 0
    
$jointconstrain "bip_spine_1" z limit -23 23 0

    
$jointmassbias "bip_upperArm_R" 0.8
    
$jointrotdamping "bip_upperArm_R" 16
    
$jointconstrain "bip_upperArm_R" x limit -50 60 0
    
$jointconstrain "bip_upperArm_R" y limit -19 55 0
    
$jointconstrain "bip_upperArm_R" z limit -80 55 0

    
$jointmassbias "bip_lowerArm_R" 1.8
    
$jointconstrain "bip_lowerArm_R" x limit 0 0 0
    
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
    
$jointconstrain "bip_lowerArm_R" z limit -120 -6 0

    
$jointmassbias "bip_upperArm_L" 0.8
    
$jointrotdamping "bip_upperArm_L" 16
    
$jointconstrain "bip_upperArm_L" x limit -50 60 0
    
$jointconstrain "bip_upperArm_L" y limit -80 55 0
    
$jointconstrain "bip_upperArm_L" z limit -19 60 0

    
$jointmassbias "bip_lowerArm_L" 1.8
    
$jointconstrain "bip_lowerArm_L" x limit 0 0 0
    
$jointconstrain "bip_lowerArm_L" y limit -120 -6 0
    
$jointconstrain "bip_lowerArm_L" z limit 0 0 0

    
$jointmassbias "bip_hand_L" 0.6
    
$jointrotdamping "bip_hand_L" 8
    
$jointconstrain "bip_hand_L" x limit -30 25 0
    
$jointconstrain "bip_hand_L" y limit -60 55 0
    
$jointconstrain "bip_hand_L" z limit -30 40 0

    
$jointmassbias "bip_head" 1.5
    
$jointrotdamping "bip_head" 8
    
$jointconstrain "bip_head" x limit -30 10 0
    
$jointconstrain "bip_head" y limit -45 45 0
    
$jointconstrain "bip_head" z limit -30 30 0

    
$jointmassbias "bip_hand_R" 0.6
    
$jointrotdamping "bip_hand_R" 8
    
$jointconstrain "bip_hand_R" x limit -37 30 0
    
$jointconstrain "bip_hand_R" y limit -60 55 0
    
$jointconstrain "bip_hand_R" z limit -30 40 0

    
$jointmassbias "bip_foot_R" 0.75
    
$jointrotdamping "bip_foot_R" 7
    
$jointconstrain "bip_foot_R" x limit -10 30 0
    
$jointconstrain "bip_foot_R" y limit -19 25 0
    
$jointconstrain "bip_foot_R" z limit -17 24 0
}

$collisiontext
{
    break 
    {
        "
model" "player\gibs\demogib006"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib001"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib003"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib005"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\random_organ"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib002"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib004"
        "
health" "0"
        "
fadetime" "10"
    }
}
$proceduralbones "demo.vrd"

$bonemerge "bip_pelvis"
$bonemerge "bip_spine_0"
$bonemerge "bip_spine_1"
$bonemerge "bip_spine_2"
$bonemerge "bip_spine_3"
$bonemerge "bip_collar_L"
$bonemerge "bip_upperArm_L"
$bonemerge "bip_collar_R"
$bonemerge "bip_upperArm_R"
$bonemerge "bip_hip_L"
$bonemerge "bip_knee_L"
$bonemerge "bip_hip_R"
$bonemerge "bip_knee_R"
$bonemerge "bip_lowerArm_L"
$bonemerge "bip_lowerArm_R"
$bonemerge "bip_neck"
$bonemerge "bip_head"
$bonemerge "bip_hand_L"
$bonemerge "weapon_bone_L"
$bonemerge "weapon_targe"
$bonemerge "bip_hand_R"
$bonemerge "weapon_bone"
$bonemerge "weapon_bone_1"
$bonemerge "weapon_bone_2"
$bonemerge "weapon_bone_3"
$bonemerge "bip_foot_L"
$bonemerge "bip_foot_R"
$bonemerge "bip_toe_L"
$bonemerge "bip_toe_R"
$bonemerge "bip_jacketcollar_0_R"
$bonemerge "bip_jacketcollar_0_L"
$bonemerge "bip_jacketcollar_0_B"
$bonemerge "medal_bone"
$bonemerge "mvm"
$bonemerge "prop_bone"
$bonemerge "prop_bone_1"
$bonemerge "prop_bone_2"
$bonemerge "prop_bone_3"
$bonemerge "prop_bone_4"
$bonemerge "prop_bone_5"
$bonemerge "prop_bone_6



Can anyone help

(Note, I am blind to modeling)
__________________
Scoot Sauce is offline
WakaFlocka
Senior Member
Join Date: Mar 2015
Location: Somewhere in the world
Old 07-06-2015 , 03:27   Re: Download This To make Rigging Easier + Basic Rigging Tutorial
Reply With Quote #10

Quote:
Originally Posted by Scoot Sauce View Post
PHP Code:
// Created by Crowbar 0.24.0.0

Compiling...

qdir:    "c:\users\josh\desktop\hungry_pumpkin\"
gamedir: "
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
g_path:  "
demo.qc"
Building binary model files...
Working on "
demo.qc"
SMD MODEL pumpkin.smd
Line 7 is incomplete


...Compiling finished. Check above for any errors. 

The .qc

PHP Code:
// Created by Crowbar 0.24.0.0

$modelname "volcanogman/pumkin/pumpkin.mdl"

$model "demo" "pumpkin.smd" {

    
eyeball "eye_right" "bip_head" -1.423510 78.598315 3.375235

    flexfile 
"demo.vta" 
    
{
        
defaultflex frame 0
        flexpair 
"CloseLidLo" 1 frame 1
        flexpair 
"CloseLidUp" 1 frame 2
        flex 
"WQ" frame 3
        flex 
"OO" frame 4
        flex 
"MB" frame 5
        flex 
"SH" frame 6
        flex 
"Y" frame 7
        flex 
"FV" frame 8
        flex 
"AH" frame 9
        flex 
"AE" frame 10
        flex 
"UH" frame 11
        flex 
"AW" frame 12
        flex 
"EE" frame 13
        flex 
"PP" frame 14
        flex 
"OH" frame 15
        flex 
"TH" frame 16
        flex 
"T" frame 17
        flex 
"ER" frame 18
        flex 
"DS" frame 19
        flex 
"GK" frame 20
        flex 
"N" frame 21
        flex 
"EH" frame 22
        flex 
"silence" frame 23
        flex 
"madUpper" frame 24
        flex 
"scaredUpper" frame 25
        flex 
"painUpper" frame 26
        flex 
"happyUpper" frame 27
        flex 
"defaultFace" frame 28
        flex 
"scared" frame 29
        flex 
"mad" frame 30
        flex 
"pain" frame 31
        flex 
"happy" frame 32
        flex 
"openJaw" frame 33
        flex 
"evilHappy" frame 34
        flex 
"screamingUpper" frame 35
        flex 
"drunkHappy" frame 36
        flex 
"dead" frame 37
    
}

    
flexcontroller right_CloseLid range -1 1 right_CloseLid
    flexcontroller left_CloseLid range 
-1 1 left_CloseLid
    flexcontroller multi_CloseLid range 
-1 1 multi_CloseLid
    flexcontroller blink range 0 1 blink
    flexcontroller GK range 0 1 GK
    flexcontroller happy range 0 1 happy
    flexcontroller happyUpper range 0 1 happyUpper
    flexcontroller AW range 0 1 AW
    flexcontroller dead range 0 1 dead
    flexcontroller evilHappy range 0 1 evilHappy
    flexcontroller T range 0 1 T
    flexcontroller EE range 0 1 EE
    flexcontroller drunkHappy range 0 1 drunkHappy
    flexcontroller UH range 0 1 UH
    flexcontroller TH range 0 1 TH
    flexcontroller DS range 0 1 DS
    flexcontroller mad range 0 1 mad
    flexcontroller scared range 0 1 scared
    flexcontroller defaultFace range 0 1 defaultFace
    flexcontroller N range 0 1 N
    flexcontroller ER range 0 1 ER
    flexcontroller painUpper range 0 1 painUpper
    flexcontroller PP range 0 1 PP
    flexcontroller OH range 0 1 OH
    flexcontroller madUpper range 0 1 madUpper
    flexcontroller scaredUpper range 0 1 scaredUpper
    flexcontroller pain range 0 1 pain
    flexcontroller screamingUpper range 0 1 screamingUpper
    flexcontroller EH range 0 1 EH
    flexcontroller silence range 0 1 silence
    flexcontroller WQ range 0 1 WQ
    flexcontroller OO range 0 1 OO
    flexcontroller MB range 0 1 MB
    flexcontroller SH range 0 1 SH
    flexcontroller Y range 0 1 Y
    flexcontroller FV range 0 1 FV
    flexcontroller AH range 0 1 AH
    flexcontroller AE range 0 1 AE
    flexcontroller openJaw range 0 1 openJaw
    flexcontroller eyes range 
-45 45 eyes_updown
    flexcontroller eyes range 
-45 45 eyes_rightleft
    
%WQ WQ
    
%OO OO
    
%MB MB
    
%SH SH
    
%Y
    
%FV FV
    
%AH AH
    
%AE AE
    
%UH UH
    
%AW AW
    
%EE EE
    
%PP PP
    
%OH OH
    
%TH TH
    
%T
    
%ER ER
    
%DS DS
    
%GK GK
    
%N
    
%EH EH
    
%silence silence
    
%madUpper madUpper
    
%scaredUpper scaredUpper
    
%painUpper painUpper
    
%happyUpper happyUpper
    
%defaultFace defaultFace
    
%scared scared
    
%mad mad
    
%pain pain
    
%happy happy
    
%openJaw openJaw
    
%evilHappy evilHappy
    
%screamingUpper screamingUpper
    
%drunkHappy drunkHappy
    
%dead dead
}

$bodygroup "smile"
{
    
blank
    studio 
"demo_smiley.smd"
}
$bodygroup "shoes"
{
    
studio "demo_shoes_bodygroup.smd"
    
blank
}

$poseparameter "body_pitch" -45 45 360
$poseparameter 
"body_yaw" -45 45 360

$cdmaterials 
"models\volcanogman\pumkin\
$cdmaterials "models\player\demo\"
$cdmaterials "models\effects\"

$texturegroup "skinfamilies"
{
    {
        "
arm.vmt"
        "
color.vmt"
        "
face.vmt"
        "
stem.vmt"
    }
    {
       "
arm.vmt"
        "
color.vmt"
        "
face.vmt"
        "
stem.vmt"
    }
    {
}

$attachment "eyes" "bip_head" 0 -2.43 -3.77 rotate 90 -90 0
$attachment "righteye" "bip_head" -1.42 -2.43 -3.77 rotate 90 -90 0
$attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
$attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
$attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
$attachment "partyhat" "bip_head" 0 -7.52 -0.62 rotate 90 -79 0
$attachment "eyeglow_L" "bip_head" 1.52 -2.37 -5.31 rotate 65 0 90
$attachment "eyeglow_R" "bip_head" -1.52 -2.37 -5.31 rotate 65 180 -90
$attachment "head" "bip_head" 0 -8.82 -0.62 rotate 90 -90 0
$attachment "bread_face" "bip_head" 2.21 -2.15 -4.41 rotate 39.72 -34.17 -113.45
$attachment "bread_head" "bip_head" -2.24 -6.85 -0.55 rotate 3.14 -129.24 19.82
$attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
$attachment "bread_hand_l" "bip_hand_L" 1.51 -3.26 0.46 rotate 13.11 -13.26 94.14
$attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
$attachment "bread_hand_r" "bip_hand_R" -1.53 3.27 -0.46 rotate 9.75 160.63 80.84
$attachment "flag" "bip_spine_2" 0.27 1.65 9.72 rotate -0.35 -13.37 -4.65
$attachment "bread_heel_l" "bip_foot_L" -0.09 3.1 -1.04 rotate 21.21 79.99 162.57
$attachment "bread_butt" "bip_hip_R" -0.26 2.25 5.4 rotate -46.72 156.23 110.88

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 78.511 0



$sequence "ref" "demo_anims\ref.smd" {
    fps 30
}

$sequence "ragdoll" "demo_anims\ragdoll.smd" {
    fps 30
    activity "
ACT_DIERAGDOLL" 1
}

$includemodel "player/demo_user_animations.mdl"
$includemodel "player/demo_animations.mdl"
$includemodel "workshop/player/animations/demo_workshop_animations.mdl"

$ikchain "rhand" "bip_hand_R" knee 0 0 0
$ikchain "lhand" "bip_hand_L" knee 0 0 0
$ikchain "rfoot" "bip_foot_R" knee 0 0 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0

$collisionjoints "demo_physics.smd"
{
    
$mass 100
    
$inertia 10
    
$damping 0
    
$rotdamping 4
    
$rootbone "bip_pelvis"

    
$jointrotdamping "bip_pelvis" 0

    
$jointmassbias "bip_hip_R" 0.8
    
$jointconstrain "bip_hip_R" x limit -30 15 0
    
$jointconstrain "bip_hip_R" y limit -25 25 0
    
$jointconstrain "bip_hip_R" z limit -79 57 0

    
$jointmassbias "bip_knee_R" 1.2
    
$jointrotdamping "bip_knee_R" 3
    
$jointconstrain "bip_knee_R" x limit 0 0 0
    
$jointconstrain "bip_knee_R" y limit 0 116 0
    
$jointconstrain "bip_knee_R" z limit 0 0 0

    
$jointmassbias "bip_hip_L" 0.8
    
$jointconstrain "bip_hip_L" x limit -15 25 0
    
$jointconstrain "bip_hip_L" y limit -70 50 0
    
$jointconstrain "bip_hip_L" z limit -25 30 0

    
$jointmassbias "bip_knee_L" 1.2
    
$jointrotdamping "bip_knee_L" 3
    
$jointconstrain "bip_knee_L" x limit 0 0 0
    
$jointconstrain "bip_knee_L" y limit 0 116 0
    
$jointconstrain "bip_knee_L" z limit 0 0 0

    
$jointmassbias "bip_foot_L" 0.75
    
$jointrotdamping "bip_foot_L" 7
    
$jointconstrain "bip_foot_L" x limit -10 30 0
    
$jointconstrain "bip_foot_L" y limit -19 25 0
    
$jointconstrain "bip_foot_L" z limit -25 30 0

    
$jointmassbias "bip_spine_1" 1.6
    
$jointrotdamping "bip_spine_1" 12
    
$jointconstrain "bip_spine_1" x limit -30 35 0
    
$jointconstrain "bip_spine_1" y limit -25 23 0
    
$jointconstrain "bip_spine_1" z limit -23 23 0

    
$jointmassbias "bip_upperArm_R" 0.8
    
$jointrotdamping "bip_upperArm_R" 16
    
$jointconstrain "bip_upperArm_R" x limit -50 60 0
    
$jointconstrain "bip_upperArm_R" y limit -19 55 0
    
$jointconstrain "bip_upperArm_R" z limit -80 55 0

    
$jointmassbias "bip_lowerArm_R" 1.8
    
$jointconstrain "bip_lowerArm_R" x limit 0 0 0
    
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
    
$jointconstrain "bip_lowerArm_R" z limit -120 -6 0

    
$jointmassbias "bip_upperArm_L" 0.8
    
$jointrotdamping "bip_upperArm_L" 16
    
$jointconstrain "bip_upperArm_L" x limit -50 60 0
    
$jointconstrain "bip_upperArm_L" y limit -80 55 0
    
$jointconstrain "bip_upperArm_L" z limit -19 60 0

    
$jointmassbias "bip_lowerArm_L" 1.8
    
$jointconstrain "bip_lowerArm_L" x limit 0 0 0
    
$jointconstrain "bip_lowerArm_L" y limit -120 -6 0
    
$jointconstrain "bip_lowerArm_L" z limit 0 0 0

    
$jointmassbias "bip_hand_L" 0.6
    
$jointrotdamping "bip_hand_L" 8
    
$jointconstrain "bip_hand_L" x limit -30 25 0
    
$jointconstrain "bip_hand_L" y limit -60 55 0
    
$jointconstrain "bip_hand_L" z limit -30 40 0

    
$jointmassbias "bip_head" 1.5
    
$jointrotdamping "bip_head" 8
    
$jointconstrain "bip_head" x limit -30 10 0
    
$jointconstrain "bip_head" y limit -45 45 0
    
$jointconstrain "bip_head" z limit -30 30 0

    
$jointmassbias "bip_hand_R" 0.6
    
$jointrotdamping "bip_hand_R" 8
    
$jointconstrain "bip_hand_R" x limit -37 30 0
    
$jointconstrain "bip_hand_R" y limit -60 55 0
    
$jointconstrain "bip_hand_R" z limit -30 40 0

    
$jointmassbias "bip_foot_R" 0.75
    
$jointrotdamping "bip_foot_R" 7
    
$jointconstrain "bip_foot_R" x limit -10 30 0
    
$jointconstrain "bip_foot_R" y limit -19 25 0
    
$jointconstrain "bip_foot_R" z limit -17 24 0
}

$collisiontext
{
    break 
    {
        "
model" "player\gibs\demogib006"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib001"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib003"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib005"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\random_organ"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib002"
        "
health" "0"
        "
fadetime" "10"
    }
    break 
    {
        "
model" "player\gibs\demogib004"
        "
health" "0"
        "
fadetime" "10"
    }
}
$proceduralbones "demo.vrd"

$bonemerge "bip_pelvis"
$bonemerge "bip_spine_0"
$bonemerge "bip_spine_1"
$bonemerge "bip_spine_2"
$bonemerge "bip_spine_3"
$bonemerge "bip_collar_L"
$bonemerge "bip_upperArm_L"
$bonemerge "bip_collar_R"
$bonemerge "bip_upperArm_R"
$bonemerge "bip_hip_L"
$bonemerge "bip_knee_L"
$bonemerge "bip_hip_R"
$bonemerge "bip_knee_R"
$bonemerge "bip_lowerArm_L"
$bonemerge "bip_lowerArm_R"
$bonemerge "bip_neck"
$bonemerge "bip_head"
$bonemerge "bip_hand_L"
$bonemerge "weapon_bone_L"
$bonemerge "weapon_targe"
$bonemerge "bip_hand_R"
$bonemerge "weapon_bone"
$bonemerge "weapon_bone_1"
$bonemerge "weapon_bone_2"
$bonemerge "weapon_bone_3"
$bonemerge "bip_foot_L"
$bonemerge "bip_foot_R"
$bonemerge "bip_toe_L"
$bonemerge "bip_toe_R"
$bonemerge "bip_jacketcollar_0_R"
$bonemerge "bip_jacketcollar_0_L"
$bonemerge "bip_jacketcollar_0_B"
$bonemerge "medal_bone"
$bonemerge "mvm"
$bonemerge "prop_bone"
$bonemerge "prop_bone_1"
$bonemerge "prop_bone_2"
$bonemerge "prop_bone_3"
$bonemerge "prop_bone_4"
$bonemerge "prop_bone_5"
$bonemerge "prop_bone_6



Can anyone help

(Note, I am blind to modeling)


Try Deleting flex controller lines it's not needed, and also change the model path to the default FF2 path and make sure materials path is the same. Should be freak_fortress_2\bossname\ as well as the smd in the screenshots i have
WakaFlocka is offline
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