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Ex: models/wasteland_scanner.mdl
the little nubs moved around
For a Beta Combine Soldier, get its ragdoll, then put it through Model Manipulator by loading it into the swapping slot, then switch the Combine Soldier's final release NPC with the ragdoll in the swapping slot.
The same goes for other NPCs, like the Wasteland Scanner.
Like last time, Get the Wasteland Scanner (beta ragdoll) and then load it into the swapping slot, use the Wasteland Scanner in the swapping slot and left-click the final release NPC, which is a Shield Scanner, the Synth counterpart of a City Scanner.
But hey, atleast the final release artificial intelligence is better!
It is called "Beta Combine NPC Reworked"
Without the quotations
I wanted to ask if there was any particular reason as to why the coat isn't connected to the knee as it is with the thigh and toe joints before I try fix the problem blindly. The Only reason I have an issue with this is because I'm attempting to animate with it and so clipping is something I'd like to avoid.
Also on a side note if there's any chance you could provide the model as a separate file outside the workshop to make it easier to decompile then I'd appreciate that (providing you still own it). Apologies if that sounds like a bit much but I thought I'd ask anyway.
TLDR: Urban trench coat combine leg rigs cause knees to clip through coat, that's bad for animation. Do you know the cause and is it and do you still have the original file?
Any help?
But you can download the weapon packs from the collection to get w_models to pose with.