#TIME TO GET DEPRESSED BECAUSE I CAN'T CODE FOR!
1 messages · Page 1 of 1 (latest)
uhhhh
i'm way too fuckin stupid for this
lmao
if someone can can you please port it for me i cannot do this shit
dm me
the cheap, hacky way is to use the proportion trick
however, your skeleton must be setup similar to the valvebiped skeleton.
if you want to use custom animations, or need to keep the original skeleton for whatever reason, you can instead choose to create those animations yourself, and assign them to the ACTIVITY $sequences shared by all player models
Player model animations have been largely enhanced in Garry's Mod 13 (update 143). The movement system was switched to 9-way (used in Team Fortress 2), current sequences were polished/tweaked, IK rules added, and last but not least, new animations were..
there are several guides on using the proportion trick you can google yourself
and you can use both methods in tandem - setup the skeleton to use ValveBiped then create animations that override the existing ones.
what are you on about
what is proportion
i dont
know anything




As in make it a playermodel or what
playmoreder;l
yes