Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Could you look into that?
from what iv'e seen from you people lets agree to disagree
digitigrade (furry ankle bones) in gmod is weird
NPC vortigaunts have working digitigrade IK, but an incompatible skeleton.
your best bet is to pull a prodigy and make a system for digi playermodels somehow, but the easy choice if you must have it is to make an animated playermodel with fully realized animations (echo's Xenomorph playermodels) however, that's a lot of player animations to make, for a system quite complex. most legs mods wont like this either
ok. so what. add an extra bone. not quite
source engine animations, compared to other engines, save not only the rotation of the bones in animations, but also their location and scale, which is why playermodels with proportions different to the normal skeleton have to do funky things with adding a 'proportion pose' anim that plays alongside the rest, always (but this doesnt work for viewmodels)
ancient granddad engine
but really its your model and it wouldn't be mine to use
I respectively not gonna use the model because its your OC really
anyway I most likely make my own model when I figure out how to use blender and port it over to Garry's mod
THANK YOU, someone points out these 12 year old's repetitiveness