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 Post subject: any help would be nice
PostPosted: Thu Jul 12, 2012 9:40 am 
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Wise Old Man

Joined: Mon Oct 10, 2005 6:05 pm
Posts: 1458
Location: evanston, IL/dallas, TX
this is kind of embarrasing, because the post 4 posts down is me teaching people how to animate... anyways, i animated an AK for CS:GO twice. the first time, i rigged up the arms myself the way i wanted, and then once i finally got the beta and decompiled some stuff i realized that i needed to use the same bone structure as the defaults, and the anims i made the first time would not work with the way valve has implemented unique arm models for every different player model. sucks, but that's what happens when you assume how other people did things with no basis. anyways, i made a rig using an imported smd and made another set of animations that followed the default bone structure. i was hoping that would work, but now i'm encountering an issue now similar to how the DOD:S wrist is rotated to broken if you try to compile on defaults without adding the procedural bones stuff to the smd. my anims look fine in max, but in game and in model viewer the wrists are rotated way away from what i want. rotating it in max does not change how it appears in game. if anyone has any idea how the CS:GO wrists work ingame i'd appreciate their insight. thanks. (sorry for writing out a monologue)

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PostPosted: Fri Jul 13, 2012 10:17 am 
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Wise Old Man
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Joined: Sun Jan 28, 2007 12:26 am
Posts: 905
Location: ON., Canada
Day of Defeat Wrist Fix for reference:
http://forums.steampowered.com/forums/showthread.php?t=651604

Don't know much about animations or how CS:GO's specifics, so thats about as much help as I can be.

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PostPosted: Thu Jul 26, 2012 6:40 am 
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Wise Old Man

Joined: Mon Oct 10, 2005 6:05 pm
Posts: 1458
Location: evanston, IL/dallas, TX
thanks man, i've tried using the procedural bones deal with cs:go compiles, it's probably not what is needed. anyways, i'm now consigned to the belief that unless someone gets together an approximation of the original rig that was used for these arms, there will be nothing compiled that isn't on defaults

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PostPosted: Fri Jul 27, 2012 11:27 pm 
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Sad
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Joined: Sat Sep 04, 2004 2:24 pm
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Location: Guildford, Surrey
arby26 at Gamebanana already made a bunch of new anims for CSGO.

He uses Blender, though, so I dunno how much advice he would be

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