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#2446 |
![]() Join Date: Jun 2006
Reputation: 80
Posts: 972
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I'm taking my first stab at a TF2 weapon. I can't find anywhere if the weapon model needs to be rigged to a 'bone', like a hat model does. Is that the case? If so, what's the best method? What should you name the bone, how should you orient it, etc.?
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#2447 |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,847
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The way in which we compile models is going to be vastly different in the future, unfortunately, which means I'll inevitably have to remake my tutorial. Regardless, check the 2nd post (FAQ) to find your answer.
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#2448 |
![]() Join Date: Sep 2011
Reputation: 243
Posts: 1,000
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weapon_bone should be the bone you use. import a weapon. you'll see its bone structure.
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#2449 |
![]() Join Date: Apr 2010
Reputation: 602
Posts: 2,144
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Looking for a bit of help. I've created, rigged, and exported this model, but when I attempt to compile it via the eta tools, the preview looks like this:
http://cloud-2.steampowered.com/ugc/...6F0A58CD1B72A/ It is supposed to be flipped vertically, and badge sized. I decompiled a model of an existing badge, pasted my existing model, rotated and resized it, then merged the bone to the model. I then compiled it. No matter how many different times I re-compile this, no changes I make (orientation, scale, ect) carry over. Any help? Edit: I have been able to get the orientation correct. I still cannot resize it. Last edited by binarycoder: Yesterday at 07:39 PM. |
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#2450 | |
![]() Join Date: Sep 2011
Reputation: 243
Posts: 1,000
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Quote:
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#2451 |
![]() Join Date: Apr 2010
Reputation: 602
Posts: 2,144
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Ah, that was it. Thanks!
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