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The hwm (poorly named) coat was intended more for shots where you needed more control over the coat, such as when putting the coat on or taking it off. Alternatively, for shots where the coat needed to hang or lay in the background. The m_spy_raincoat fits more closely with the Spy, so it might reduce the pop out issue.
The former is likely due to bindings. The coat has many bones, but only a few bind directly to the Spy. When you attach, only One/Default the bones that are padlocked, not the entire coat. Otherwise, the coat collapses inside the Spy.
The latter is probably related to ambient occlusion, but I've never personally encountered this issue before with the coat, so I don't really have much advice here other than turning ambient occlusion off. This kind of issue should only happen with transparent materials, however, and the coat has no transparent materials.
The issue you are seeing has to do with the extra jiggle bones on the coat. When zeroing the bones, you'll need to expand the Unknown section and use CTRL + Left Click to deselect all the bones that do not have bindings (hlp_thigh_jiggle, prp_coat_front_0_jiggle_R, etc), then zero the bones as you would normally.
The same issue happens when zeroing the pose coat. The pose coat has quadruple the number of extra bones, so when you zero it, all of the unknown bones collapse to a single point. The pose coat was not really intended to be locked directly to the Spy. It's more for fancy takeoff/put on shots.
If that doesn't work, you can manually modify the color in hwm_spy_raincoat.vmt and change $colortint_base manually.
$color2 is ignored in this instance, since the coat was originally intended to be paintable in TF2. Setting this will do nothing.
As to why this would cause a crash is a mystery. Keep me posted on whether or not the suggestions fix the problem, then we'll see if there is more I can do.
When ever I get learned to use SFM properly, I wanna use these as protagonist's main attire for my planned "project" of turning three of Pertubator's music albums into music video movies...!
To attach a hat or misc item:
1. Add your player model to the scene.
2. Add your hat/misc to the scene.
3. In the Animation Set Editor on the left, Drag and Drop the player onto the hat or misc item to "Lock" it's transforms.
4. Click the + sign next to your hat/misc to expand it's hierarchy. Repeat this until you can see which bones have been locked.
5. Select all bones that have the "Padlock" icon to their left. Ignore the ones that are empty boxes.
6. With the motion editor selected, go to the Procedural tab and drag the "One" slider from left to right. This will snap your items to your character.
As long as these items are locked, they will follow the character's movements.
The solution is to apply One only to bones that are locked(the padlock icon). Expand the raincoat's hierarchy and bind each bone(or groups of bones) that are locked. Do not apply One to bones that are not locked to the Spy. Once you've bound all the appropriate bones, the remaining ones should move with the Spy's legs/body.
Alternatively, if you have accidentally collapsed your belt, you can "Unlock Transforms" on the belt(to remove all bindings), and then "Import Sequence" -> "ref" to reset the bones back to their default positions.
If you are using the gameplay raincoat, that one was made using the default Spy as a base. the hwm raincoat was made for the hwm\\spy.