Can't have a GCF mesh use custom _animations?

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Can't have a GCF mesh use custom _animations?

Postby vcool on Wed Jun 30, 2010 12:08 am

If you go to chat you've probably seen my outbursts of profanity regarding this. I'm doing some custom animations for TF2, namely for an Ambassador replacement. So I decompiled the c_spy_arms (it's just a mesh and an idle pose) and used the mesh in Max to make a simple idle animation. In order to be sure it works, I tried exporting it and replacing the c_spy_animations (which have all the Ambassador related animations). To get all the ACTs right and stuff, I decompiled the original c_spy_animations to use the QC. So in the QC I define only the idle sequence (more on this later), compile, and load up modelviewer. What do you know, it's fucked. The idle sequence is in the list, but selecting it gives you this:

Image

As you can see, my animation isn't showing and instead it shows me a translated and rotated version of the default arms pose.

What I tried:
1. Check the bones match - they do. To make sure it's nothing to do with this, I opened up the exported SMD and pasted in the default mesh's bone data. Still this problem.

2. Exported the animation is a regular prop. So in other words, I exported my animation with the mesh in max as a reference SMD, did the physbox thing, exported the squence without the mesh - works perfectly fine as a generic prop.

3. To be completely sure it's nothing to do with bone linkage or naming, I improted the decompiled arms, didn't change anything, made a small shoulder rotation animation, export, compile - yada. Still exactly the same issue.

4. Copy pasted the idle pose and renamed them to fire, reload, draw, etc. to make sure it's not happening because I haven't got all ACTs satisfied.

5. Extracted the default c_spy_arms.MDL and placed it in models/weapons/c_models. Nothing.

6. Tried opening the decompiled animations (which are fucked up, cannonfodder's decompiler breaks them) and simply pasted in the bone coordinate data for each frame. Still nothing.

and so on. I did some other things which I can't recall anymore. The point stands, no matter what I do, it just doesn't fucking work.

Which brings me to the question - can default Valve's mesh files that via $includemodel refer to a separate animation file use a custom replacement for that animation file? I know it can work in reverse, you can make a custom mesh and tell it to use Valve's default animation files.

I am guessing it would work if I recompiled the arms mesh with $includemodel referring to a custom animation file like c_spy_animations_custom, but I want to make sure there's no way (or there is) to simply make a custom animations file and have the mesh file in the GCF archive use that file instead. I am potentially releasing this model, and I want to submit it to Valve.
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