Attachments Tutorials..
CrouchingHamster
Join Date: 2002-08-17 Member: 1181Members
<div class="IPBDescription">Seen a good one?</div> What the topic says really. ^
I'm currently trying to learn this here modelling stuff, but I can't seem to find a few pages explaining attachments.
I know basically what they are, but what I'm after is a plain english explanation of how I go about adding and changing them around in my models. Is it something that's set in the QC file ?
Ta in advance for any links.
I'm currently trying to learn this here modelling stuff, but I can't seem to find a few pages explaining attachments.
I know basically what they are, but what I'm after is a plain english explanation of how I go about adding and changing them around in my models. Is it something that's set in the QC file ?
Ta in advance for any links.
Comments
Example:
$attachment 0 "Bip01 R Hand" 11.400000 1.600000 6.400000
0 is the attachment number. This affects model events.
"Bip01 R Hand" is the name of the bone that the attachment extends from.
The last three numbers represent the outward projection of the attachment in the X, Y, and Z-axises.
You can manipulate the last three values by hand. Just make sure it fits the model(s), or you will see odd things like floating muzzleflashes.
That's almost exactly why I was asking for this.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
btw, while we're here, if anyone has a good tutorial on bone controllers and / or "blend" animations, that would be most appreciated....
QC command listing:
$attachment <ID#> <bone> <X> <Y> <Z>:
Identifies an attachment point for sprites, weapons, and shell ejection. There is a limit of 4 attachment points per model
<ID#> is unique identifying number from 0 to 3.
<bone> is the name of the bone to which the attachment is attached, enclosed in quotes.
<X> <Y> <Z> specifies the location of the attachment point in the parent bone’s local coordinate system (e.g. 0 0 0 is at the bone’s location, 0 12 0 would be 12 units from the bone in the bone’s local Y direction).If an attachment point is specified in a multiplayer weapon model (e.g. p_TFautocannon.mdl) it will override the corresponding attachment point in the parent player model. This allows you to have different muzzle flashes or ejection points for every weapon model.
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