Jumlah posting : 11 Join date : 26.04.13 Age : 30 Lokasi : Surakarta
Subyek: Re: Adding GMOD Firstperson Hands Rig To A Custom Viewmodel Animation Tue Aug 06, 2013 12:02 pm
Hmm few question, if this bone were different from another bone that exist in several games (example: HL2 Bones merge to CS:S bone)... Does it still remains the bones or it will be replaced permanently?
Volk-Viktor Donator
Jumlah posting : 13 Join date : 26.04.13 Age : 25 Lokasi : Jakarta Selatan (may change sometimes)
Subyek: Re: Adding GMOD Firstperson Hands Rig To A Custom Viewmodel Animation Tue Aug 06, 2013 12:17 pm
Wolvindra-Vinzuerio wrote:
Hmm few question, if this bone were different from another bone that exist in several games (example: HL2 Bones merge to CS:S bone)... Does it still remains the bones or it will be replaced permanently?
Actually, my method doesn't replace/edit the actual animation, im afraid it'll make the actual animation broke after the compile. My method is only attaching the rig into the actual animation, so, it'll not going to replace anything. But, you know, you can also port another rig to another source game animation (example: CS:S with CS:GO hands) and ofcourse using the different bonemerge.qci . If you really wanna port another rig into another source animation, i'll make the another bonemerge.qci . If you got a request, simply PM me. Or if you need another help that everybody could know it, just simply post here So everybody can into development.
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Subyek: Re: Adding GMOD Firstperson Hands Rig To A Custom Viewmodel Animation
Adding GMOD Firstperson Hands Rig To A Custom Viewmodel Animation