Animations that move in 3D space are stuck in Origin point (decompile and compile work). Created 1 week ago2022-06-20 21:47:33 UTC by B-to480 B-to480

Created 1 week ago2022-06-20 21:47:33 UTC by B-to480 B-to480

Posted 1 week ago2022-06-20 21:47:33 UTC Post #346645
Hi! I need help to understand what is happening to the animations in goldsource:
What I'm doing is decompile hgrunt.mdl and changing the weapon p_model for another and compile it again, but when checking the compiled hgrunt.mdl with the new weapon model, animations like "flyback" or "draghole" are stuck in the origin point and not moving in 3D space, I know it is not supposed to be stuck like that beacuse i check OG models and they move... So I would like to know how to avoid making those animations get stuck at the origin point.
Well, the tools I use are: Milkshape3d 1.85 for de/compile and HL model viewer 2.10 to test the model.
If you need me to provide more details, please let me know!
Thanks for reading and have a nice day!
Posted 1 week ago2022-06-20 23:06:16 UTC Post #346646
Can you send me the model?
Posted 1 week ago2022-06-21 19:50:41 UTC Post #346648
Ok, after desperatly trying more last moment options, I have found out that, as far as I understand, Milkshape3D 1.85 decompiler tool is the culprit, so decompiling OG gold-source models with that tool will make anims. that move in 3d space get stuck in the origin, SO, in order to avoid that, I used CROWBAR, another Gold-Source/Source1 tool that can de/compile and more, to decompile og grunt model, tested the .smd and .qc files on Blender, and the .smd files keep their data for anims. as is!
Now I'm able to keep the og quality of the anims. in other models mod.
As side note, Milkshape3d Compiler works fine, but for some reason, Compiling with Crowbar messed up the model that I used, it have made the .mdl but one is a empty .mdl, I cant understand why...
Well, that is all, cool that this problem is solved and everyone can find out what to do. Have a nice day and thanks for reading!
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