#C_HANDS
1 messages · Page 1 of 1 (latest)
usually just removing the hand mesh that’s baked into the model, and keeping the skeleton intact
you will need to use someway to persist the arm bones during compile
preferably $bonemerge, though $definebone works too
There are no hand models in the original weapon models from INS, they are in separate files.
but if you upload models in their raw form, taken directly from the game, then the hands will not be displayed at all.
They sent me this file, and I replaced the file with the bones with it, as a result, my hands worked, but the bones for attachments were missing.
bones from original game
and after I replaced the file
I've never worked with it before, but I know a little bit about blender.
Honestly, it doesn't mean much to me, I didn't understand at all.
That’s a .qci, you’re meant to $include it to your qc script as it fixes up the bones from INS2 using $definebone.
Essentially it parents the INS2 bones to a more standard ValveBiped rig, generated by the include.
How do I do this?
Assuming you’ve animated or exported the model on the INS2 rig, or made no changes:
just $include "ins2_hands.qci". No bonemerge or defines needed.
Otherwise if you tried modifying the skeleton in any way.. eh, good luck lol. The include is probably not needed at all.
Did I understand correctly?
I need to decompile the model, upload the ins2_hands file there.
and then specify the ins2_hands file in the qc and compile it again?
To be clear, you’re decompiling the model just to recompile it to be compatible with gmod, correct? Like as in “this model won’t appear in the spawn menu or it’s invisible when spawned as a prop”
Otherwise you should be able to just use the ins2 weapon directly
Oh wait
Yeah I see
Yep, it’s just decompile > add the include to the qc > recompile.
dude
I love you, let me shake your penis.
r