Garry's Mod

Garry's Mod

Pony Playermodel and NPC
Fezinaru 15 grudnia 2014 o 1:04
Open jaw fix for V3 Male models with female animations
My male OC had an open mouth ever since I created him a few days ago so I spent the day figuring out how to fix it. This is an edit to all 3 of the qci files in the Pony Player Source V2.0.1 pack.

These edits adds a weightlist called JawFix that sets the weight of the "Jaw" bone to 0 causing the animation to not use the jaw. I also added "Jaw" 0.0 to all the other weightlists besides the one for reload animation. Any animation that didn't have a weightlist, I added the JawFix to. I also added the weightlist to the dance and bow sequences.

sequences.qci
http://pastebin.com/d7T6vjs8

weightlist.qci
http://pastebin.com/WDGexYgd

animations.qci
http://pastebin.com/24w4xZZk

Remember, this is only if you have a problem with the pony's jaw being open (most likely only the male ponies will have this problem). Also this is only for people custom making a player OC model.

The differences between males and females using the same animations isn't really noticeable, but this is if you want to use all the new animations with your male oc.
Ostatnio edytowany przez: Fezinaru; 17 grudnia 2014 o 13:19
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Amion  [producent] 17 grudnia 2014 o 11:51 
But... The male and the female pony bones are different on V3. So I'm sure other parts of the pony look weird too. (at least the original male that in the V3 source (templatemale))
Fezinaru 17 grudnia 2014 o 12:05 
All the new animations work fine on my male from the V3 source.
Amion  [producent] 17 grudnia 2014 o 12:23 
I checked it. It's really hard to see any weird stuff on them but I was right, it have incorrect size (because males are bigger). I don't recommend use the female animations on males.

Also here are the bones: http://i.imgur.com/GTogLvS.png
Ostatnio edytowany przez: Amion; 17 grudnia 2014 o 12:26
Fezinaru 17 grudnia 2014 o 12:27 
The old animations are also only for the female models too. Might as well use them since there's no male animation sets and it isn't noticeable unless you are looking for them.
Amion  [producent] 17 grudnia 2014 o 12:31 
Aren't the male animations in the player model source?
Fezinaru 17 grudnia 2014 o 12:46 
I see that there is a TemplateMale folder in the 3ds Max Scenes folder but max files aren't supported in Blender. There's no males in the mesh folder. I pulled animations from derpy's mesh folder.
Amion  [producent] 17 grudnia 2014 o 12:50 
It looks like i forgot to put the male anims in it. I'll reupload a fixed version sometime.
But the male animations can be found in the 'male tutorial' (now with fixed link).
Amion  [producent] 17 grudnia 2014 o 12:53 
Also sorry.
Fezinaru 17 grudnia 2014 o 12:57 
No problem. Dealing with this stuff just helps me learn more about it. Also don't forget to set your google drive file (for the changed link in the tutorial) to public.

Yeah, can't access the new file. Don't have permission
Ostatnio edytowany przez: Fezinaru; 17 grudnia 2014 o 13:01
Amion  [producent] 17 grudnia 2014 o 13:05 
now it should be good now
Fezinaru 17 grudnia 2014 o 13:12 
I can access it now. Any plans to port your new animations over to the males?
Ostatnio edytowany przez: Fezinaru; 17 grudnia 2014 o 13:21
Amion  [producent] 18 grudnia 2014 o 7:20 
No, I don't even remember how I did it back then
Amion  [producent] 16 stycznia 2015 o 8:13 
I found a solution to fix the deforming (also a solution to use famale animations on male):

$animation a_fixbones "male_idle" subtract "female_idle" 0 weightlist MTJ
$sequence fixbones a_fixbones delta autoplay

It works perfectly if used without mane and tail and jaw (MTJ).
Fezinaru 16 stycznia 2015 o 12:46 
Nice. So I throw the female animations ontop of the male and overwrite the files. Then add those 2 lines to the qc using that weightlist group I made?
Amion  [producent] 16 stycznia 2015 o 13:30 
Yes, do what you did before and add those 2 lines with a weightlist with hairback, tail and jaw set to 0.
(and with this solution + with some other code, the overhaul models also can be used for playermodels.. maybe. i'll look into it)
Ostatnio edytowany przez: Amion; 16 stycznia 2015 o 13:34
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