Attachments Tutorials..

CrouchingHamsterCrouchingHamster 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.

Comments

  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    Yes, it's set in the QC file.

    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.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Is it possible to have two "similar attachments"? Let's say to create two muzzle flashes at the same time (Akimbo anyone?)
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    its been done in cs, so i believe so.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    <!--QuoteBegin--Sin Goku+Jun 19 2003, 07:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sin Goku @ Jun 19 2003, 07:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is it possible to have two "similar attachments"? Let's say to create two muzzle flashes at the same time (Akimbo anyone?) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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....
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    from the HL sdk:

    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.
    ...
Sign In or Register to comment.