walking animation won't stay in place after compiling model with LX/LY command Created 1 year ago2022-10-18 16:47:54 UTC by petergriffinxxxtentacion petergriffinxxxtentacion

Created 1 year ago2022-10-18 16:47:54 UTC by petergriffinxxxtentacion petergriffinxxxtentacion

Posted 1 year ago2022-10-18 16:47:54 UTC Post #346987
i want to make a walking animation for my model, but both LX and LY command don't work, i don't know what im doing wrong.

$sequence "walk" {
"anims\walk"
ACT_WALK 1
{ event 1004 1 "common/npc_step1.wav" }
{ event 1004 10 "common/npc_step3.wav"}
fps 24
loop
LX
}
i used LY since my model faces the Y axis in blender, but it doesn't matter since neither LX, LY or LZ work on my animation.

here's the full .qc file:

// Created by Crowbar 0.71

// Stored modelname (without quotes): "valve/models/hungry_pumpkin.mdl"
$modelname "hungry_pumpkin.mdl"
$cd "."
$cdtexture "."
$cliptotextures
$scale 1.0

$bodygroup "studio"
{
studio "hungry_pumpkin"
}

$flags 0

$eyeposition 0 0 63

$cbox 0 0 0 0 0 0

$bbox 0 0 0 0 0 0

$sequence "walk" {
"anims\walk"
ACT_WALK 1
{ event 1004 1 "common/npc_step1.wav" }
{ event 1004 10 "common/npc_step3.wav"}
fps 24
loop
LX
}
Posted 1 year ago2022-10-20 23:27:45 UTC Post #346988
First thing is to check to see if your root bone is different. For example, if you animated your model to move forward using a pelvis bone, but the pelvis bone is parented to another, that will break it. Blender BST by default has this annoying "implicit motionless bone" option in the export window that can do this. A quick way to verify is open the SMD in notepad++ and look at the bone list
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