#Invalid proportions behavior

1 messages · Page 1 of 1 (latest)

halcyon venture
#

I'm making zombie legs boss, and there is some issue related to proportions trick.
Basically, i just set parameter $scale in model to make it bigger, and then make proportion trick
The thing is, i made a couple of new animations for this, and they work incorrectly with increased size.
But i noticed, when i disable the "autoplay" option in proportion sequence and apply it in Model Viewer, the animations start look right, and even other z_anm animations looks better, instead of ik of course, any idea how to fix this with autoplay enabled?
The trick:

$sequence reference "anims/new_z_ref.smd" scale 0.5714285 fps 1

$animation a_proportions "anims/new_z_ref.smd" subtract reference 0

$sequence "ragdoll" {
    "anims\new_z_ref.smd"
    activity "ACT_DIERAGDOLL" 1
    scale 0.5714285
    fadein 0.2
    fadeout 0.2
    fps 30
}

$scale 1
$include "extra_anims2_rescale.qci"
$scale 1.75

$sequence proportions a_proportions predelta fps 1 //autoplay
$includemodel "z_anm.mdl"

The videos where you can see the difference, second one is the how animations suppose to look

jade zinc
#

$scale is pretty broken in general, I personally just avoid it entirely if I can help it.

#

Try using lua to resize nextbots. It’s the same method tf2 uses in MVM.

#

Failing that you can always scale your model up within Blender, that’s what the proportion trick exists for.

halcyon venture
halcyon venture
jade zinc
#

One other thing I can consider is just making the animations yourself

#

You don't need to use the proportion trick if you make your own animations

halcyon venture
jade zinc
#

It relies on how autoplay works in the engine. Which is why I don't like using that type of proportion trick

#

I wish there was a script that just batch transforms existing animations...

halcyon venture