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
Connect correct bones from L4D2 skeleton to CoD skeleton. I don't know how to explain it.
To do it in Blender, you will need plugins for importing XNALara files and SEANIM files + exporter called Wraith (or you can ignore XNALara plugin if you want to fix model smoothing by yourself).
Export models to SMD (working skeleton, but fucked up smoothing) and MESH.ASCI (XNALara file. Fucked up skeleton and working smoothing) and export animations to SEANIM.
Connect L4D2 varms to CoD varms (good luck with that part), connect weapon to it, add animations and export. Other stuff to do is textures and QC file.
That's how I'm doing this. Works well with most stuff.
That's not exactly true.
If you porting animations through Maya - you may be right. However, if you porting it through Blender with use of Wraith exporter - model size will be almost identical to Source assets.