#how to import custom animation to playermodel
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probably a an autoplay $sequence subtracted from the reference animation
never tried it myself
What so make a custom smd and name it halo_anim and attach the sequence to it
Yeah, you export the skeletal animation of your halo bone moving
Which is an smd animation
Keep in mind every smd file is one individual animation. Some smd files have meshes, though the compiler only takes the mesh when you say it’s a $body in your .qc script
I'll try to make a halo.smd and import is as $animation then attach the at $sequence?
Guess you can try that too
And then I think I'll have e to put the autoplay modifier on it
added both of these about to see if it works
this is impposible
I'm just gonna make a new bone that's at the same spot of the head and somehow make the spinning head its own bodygroup idk
I have the head spinning But it's messing with the rest of the animation
you are trying to play a predelta sequence with an $animation that isn't presubtracted
i think