#How can I remove hand from ViewModel to use c_hand?

1 messages · Page 1 of 1 (latest)

neat jungle
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I'm trying to port weapon model to GMod, but the ViewModel has embedded hand.

I want to remove it so that I can allow people to use their own model's hand instaed.

All I've heard about it is 'remove texture only from the model, in Blender'. But when I tried it, I couldn't export the model because there are no texture.

How can I edit weapon ViewModel in Blender to remove texture only, and allow c_hand?

neat jungle
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Uh, anyone?

edgy silo
neat jungle
sweet tartan
neat jungle
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I'm trying to port CS GO viewmodel.

The arms bodygroup in QC file has two elements, so I removed TR hand, and left ct_arms.smd only.

I loaded the QC file and entered Edit Mode, then select texture-like part (not points), and removed them.

I couldn't export them correctly because ct_arms.smd didn't had any texture. If I comment out whole arms bodygroup, it kinda works but there are no hands at all in viewmodel.

dull yarrow
neat jungle
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If then, can you explain me how to remove 'mesh' step by step? I think I've done something wrong, but I couldn't figure out which one I did wrong.

I'm using Blender 4.2.0.

sweet tartan
neat jungle
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Can you explain 'bone hierachy' more detailed?

I can't just copy & paste those $definebone and $bonemerge things into my source, because those from c_medkit won't be same with mine.

https://paste.gg/p/anonymous/2d616e8cd5dd4630a8aeb4ad5c7a7c43

Most part of them looks same. I'm not sure if the order of those bone matters or not.

I can't see the hierachy of these bones intuitively, because the are just flattened in Blender like the picture below.

  • If I just delete ct_base_glove and ct_arms, it won't be saved.
sweet tartan
neat jungle
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And I want both c_hand and CS GO animations...
It would be nice if that can be done with Blender, because I'm not good at 'reading numbers'.

sweet tartan
sweet tartan
neat jungle
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You mean v_weapon to ValveBiped.Bip01_Spine4 in ct_arms.smd only?

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I changed v_weapon to ValveBiped in ct_arms.smd, then compiled the model.
I'm not sure if this is OK with textures, but it still tries to use ct_base_glove and ct_arms texture. I think this will show in missing texture in GMod...

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It is messed up, but I think it at least trying to use player model's c_hand. I didn't include textures for ct arms.

neat jungle
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Arm part doesn't move in animation...

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What do you mean 'viewer'? That's model viewer.

sweet tartan
sweet tartan
neat jungle
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You mean this?

sweet tartan
neat jungle
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So...
(Steam) Load Model - My model
(Steam) Load Weapon - citizen hand
Is this right?

neat jungle
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Not sure if this is right, but I see similar thing that I've seen at GMod.

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(hand is still 90˚ rotated, though)

sweet tartan
neat jungle
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Wait a second...

sweet tartan
neat jungle
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ValveBiped in ct_arms.smd were originally v_weapon.

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Left: Currently I'm using
Right: Original (not working)

sweet tartan
neat jungle
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I replaced all v_weapon to ValveBiped in all animations, but it breaks weapon's animation. Should I change v_weapon in c_scw_scar20_model.smd too?

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(That would be just replacing all v_weapon into ValveBiped in every .smd files)

neat jungle
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Arms are now aligned, but citizen arm is still stretched.

sweet tartan
neat jungle
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Does order of the bone matters?

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Should I change v_weapon in c_scw_scar20.qc too?

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I changed v_weapon in .qc and it looks nice, I guess?
I'll test this model file with GMod.

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Uhm...

sweet tartan
neat jungle
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How do I check missing bones without comparing the lines one by one? Those lines are too many.

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I just sorted the lines, and compared them.

To me, at least my qc file has every bones that c_arms_definebones.qci has. Mine has additional bones, but I'm not sure if that's the reason of the 'floating stuff'.

sweet tartan
neat jungle
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I see this in medkit QC file. Will this help fixing it?

// Inverse kinematics stuff

$ikchain rhand "ValveBiped.Bip01_R_Hand" Z 0 knee 0.707 0.707 0
$ikchain lhand "ValveBiped.Bip01_L_Hand" Z 0 knee 0.707 0.707 0
sweet tartan
neat jungle
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if then, how can I fix the issue?
I haven't solve the 'floating arm' issue yet too...

neat jungle
ember bobcat
ember bobcat
neat jungle
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After using the template, the viewmodel is displayed just as like in game, but that didn't help me solving those two problems.

  1. Fingers are distorted
  2. 'Floating & Stretched' upper arm

And the guide didn't tell me how to solve these kind of problems.

ember bobcat
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I ported custom weapons from css As a replacement using this guide and everything worked out for me

neat jungle
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twist and move the bones
That's what I don't know how to.

I haven't tried CSS, but what I want to port is CSGO weapon, so I really don't know how to do things...

ember bobcat
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You included qci in qc And added his bones and valvebiped to Qci?

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Did you even follow the guide?

neat jungle
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Original QC had already had lines that are generated from 'DefineBones', so I removed them from original QC and copy&pasted lines from generated QCI. Then I commented out $bonemerge lines, and added $include that refers to template QCI file.

Isn't this what that guide is about?

ember bobcat
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You should have downloaded the template from the guide Qci And make it for yourself

neat jungle
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Should this be put instead of template QCI?

ember bobcat
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Yes

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Just delete the past

neat jungle
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the past
You mean the $include "template.qci" line, right?

And I should re-arrange csgo_glove_gmod.qci lines to match line order in original QC file, right?

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And I should re-arrange csgo_glove_gmod.qci lines to match line order in original QC file, right?
Speaking of this, I can't re-arrange csgo_glove_gmod.qci because there is no corresponding line in it...

// original QC
$definebone "v_weapon" "" 0 0 0 0 0 89.999982 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Forearm" "" -6.240802 4.326526 -12.220002 -35.225789 -73.720704 -118.956583 0 0 0 0 0 0
// v_weapon.Bip01_R_Forearm without parent present
// csgo_glove_gmod.qci
$definebone "v_weapon" "" 0 0 0 0 0 -0.000015 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Forearm" "v_weapon.Bip01_R_UpperArm" 11.576878 0 0 0.000002 -0.042005 0.000001 0 0 0 0 0 0
// no v_weapon.Bip01_R_Forearm without parent present
ember bobcat
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Yes, The person who made this script twisted the bones so that the hands were normal

neat jungle
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If then, what should I do? I haven't fully understand what those numbers mean, so I can't just throw numbers and hope they would work.

Also the order of the lines in QC/QCI matters because they are used in .smd files too. If I change anything, I should change them in .smd too.

ember bobcat
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With the help of these numbers he spun the bones

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Down qci Gloves CS go he tied bones from CS go to bones of gmod

ember bobcat
neat jungle
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If then, If copy $definebone "valvebiped.*" "v_weapon.*" lines to original QC without any modification, will that work?

I'm not sure about $bonemerge lines though...

ember bobcat
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Yes

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Bonemerge he ties the bones

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Bonemerge Don't delete

ember bobcat
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Everything has

neat jungle
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So...

// original QC
$definebone ~~~ // original
$bonemerge ~~~ // original

to

$definebone ~~~ // original
$definebone "ValveBiped.*" "v_weapon.*" // csgo glove
$bonemerge ~~~ // original
$bonemerge "ValveBiped.*" // csgo glove

And revert ValveBiped modification of .smd files back to v_weapon

Is this right?

neat jungle
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Uh, what do you mean '2'?

$definebone "ValveBiped.*" "v_weapon.*" // csgo glove

This line?
Or the whole part?

$definebone ~~~ // original
$definebone "ValveBiped.*" "v_weapon.*" // csgo glove
$bonemerge ~~~ // original
$bonemerge "ValveBiped.*" // csgo glove
ember bobcat
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You should leave the original and add a new one.

neat jungle
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Hand part looks nice, but it still have floating upper arms.

ember bobcat
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Send qc

ember bobcat
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Stop

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Remove the new and do $include "csgo_glove_gmod.qci"

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There should be this in the folder Qci

neat jungle
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$definebone ~~~ // original
$bonemerge ~~~ // original
$include "csgo_glove_gmod.qci"

Like this?

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Didn't make much difference...