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	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2805</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2805"/>
		<updated>2021-05-17T15:27:22Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
== Addon list ==&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
== Addon installation  ==&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
== Import model ==&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== List of bones ==&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Deleting the body ==&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
== Miku Hands ==&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
&lt;br /&gt;
If you see this text screen it’s found click the &lt;br /&gt;
[[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
== Posing and applying Miku's skeleton to custom arms ==&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
== QC ==&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Crowbar ==&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
== Lua ==&lt;br /&gt;
In the Lua file copy and paste this code to your Lua file and make sure to save it!&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
== Example folder path==&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and the models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
== Run Gmod ==&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2804</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2804"/>
		<updated>2021-05-17T15:24:44Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
== Addon list ==&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
== Addon installation  ==&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
== Import model ==&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== List of bones ==&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Deleting the body ==&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
== Miku Hands ==&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
== Posing and applying Miku's skeleton to custom arms ==&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
== QC ==&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Crowbar ==&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
== Lua ==&lt;br /&gt;
In the Lua file copy and paste this code to your Lua file and make sure to save it!&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
== Example folder path==&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and the models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
== Run Gmod ==&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2803</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2803"/>
		<updated>2021-05-17T15:24:02Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
== Addon list ==&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
== Addon installation  ==&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
== Import model ==&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== List of bones ==&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Deleting the body ==&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
== Miku Hands ==&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
== Posing and applying Miku's skeleton to custom arms ==&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
== QC ==&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Crowbar ==&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
== Lua ==&lt;br /&gt;
In the Lua file copy and paste this code to your Lua file and make sure to save it&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
== Example folder path==&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and the models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
== Run Gmod ==&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2802</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2802"/>
		<updated>2021-05-17T15:23:26Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
== Addon list ==&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
== Addon installation  ==&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
== Import model ==&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== List of bones ==&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Deleting the body ==&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
== Miku Hands ==&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
== Posing and applying Miku's skeleton to custom arms ==&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
== QC ==&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Crowbar ==&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
== Lua ==&lt;br /&gt;
In the Lua file copy and paste this code to your Lua file and make sure to save it!&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
== Example folder path==&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
== Run Gmod ==&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2800</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2800"/>
		<updated>2021-05-17T15:21:29Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
== Addon list ==&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
== Addon installation  ==&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
== Import model ==&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== List of bones ==&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Deleting the body ==&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
== Miku Hands ==&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
== Posing and applying Miku's skeleton to custom arms ==&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
== QC ==&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Crowbar ==&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
== Lua ==&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example folder path==&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
== Run Gmod ==&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2799</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2799"/>
		<updated>2021-05-17T15:20:04Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
== First, you need to download these below ==&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
== Addon ==&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
== Import model ==&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== List of bones ==&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Deleting the body ==&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
== Miku Hands ==&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
== Posing and applying Miku's skeleton to custom arms ==&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
== QC ==&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Crowbar ==&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
== Lua ==&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example folder path==&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
== Run Gmod ==&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2793</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2793"/>
		<updated>2021-05-17T14:29:45Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;'''Step by step how to make c_arms for a custom model.'''&amp;lt;/div&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2792</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2792"/>
		<updated>2021-05-17T14:24:40Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|1000px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2791</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2791"/>
		<updated>2021-05-17T14:23:48Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|1000px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2790</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2790"/>
		<updated>2021-05-17T14:23:03Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|600px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2789</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2789"/>
		<updated>2021-05-17T14:22:15Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|600px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2788</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2788"/>
		<updated>2021-05-17T14:21:38Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|600px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2787</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2787"/>
		<updated>2021-05-17T14:21:12Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2786</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2786"/>
		<updated>2021-05-17T14:20:36Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2783</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2783"/>
		<updated>2021-05-17T14:01:48Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2782</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2782"/>
		<updated>2021-05-17T14:01:22Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|center|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2781</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2781"/>
		<updated>2021-05-17T14:00:42Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|center|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2780</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2780"/>
		<updated>2021-05-17T13:53:18Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
&lt;br /&gt;
[[File:Armature.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Object property.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
&lt;br /&gt;
[[File:Item property.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next, go to sequence and change the animation that you prefer&lt;br /&gt;
&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
&lt;br /&gt;
[[File:File example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Path example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, the materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2779</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2779"/>
		<updated>2021-05-17T13:49:56Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|450px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png|450px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|450px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
[[File:Armature.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
[[File:Object property.png(|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|right|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
[[File:Item property.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next go to sequence and change the animation that you prefer&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
[[File:File example.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
[[File:Path example.png|200px|thumb|middle|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2778</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2778"/>
		<updated>2021-05-17T13:46:05Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
[[File:Armature.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
[[File:Object property.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
[[File:Test Pose.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
[[File:Item property.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
[[File:Compiling model.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next go to sequence and change the animation that you prefer&lt;br /&gt;
[[File:Rig Test animation.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
[[File:File example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
[[File:Path example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2777</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2777"/>
		<updated>2021-05-17T13:44:44Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:Bones Example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keeps the arms.&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
[[File:Armature.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
[[File:Object property.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
[[File:Test Pose.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
[[File:Item property.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
[[File:Compiling model.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next go to sequence and change the animation that you prefer&lt;br /&gt;
[[File:Rig Test animation.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
[[File:File example.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
[[File:Path example.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2776</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2776"/>
		<updated>2021-05-17T13:43:59Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya model''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:File:Bones Example.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Skeleton Example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that starts deleting the body but keep the arms.&lt;br /&gt;
[[File:Example Hands Cut.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Example of hands model.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''text editor.''&amp;lt;/div&amp;gt;]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Miku hands and skeleton we will use.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Amiya hands posing with Miku hands''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
[[File:Armature.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Armature modifier''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
[[File:Object property.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Object property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
[[File:Test Pose.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''IMPORTANT pose your model before export.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A, and then set the start frame to 0, end to 1, and current frame to 0. Press I and click LocRotScale go to the Miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
[[File:Item property.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Item property''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
[[File:Compiling model.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Compiling model with crowbar''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
After that click options and center view, next go to sequence and change the animation that you prefer&lt;br /&gt;
[[File:Rig Test animation.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Animation test in HLMV''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
[[File:File example.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder example''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
[[File:Path example.png(|200px|thumb|left|&amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''Folder path example.''&amp;lt;/div&amp;gt;]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2775</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2775"/>
		<updated>2021-05-17T13:36:23Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png|thumb|right|450px|]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:File:Bones Example.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that starts deleting the body but keep the arms.&lt;br /&gt;
[[File:Example Hands Cut.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png(|50px|thumb|left|alt text)]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
[[File:Armature.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
[[File:Object property.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
[[File:Test Pose.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A and then set the start frame to 0, end to 1, and current frame to 0. Press I and the click LocRotScale go to the miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
[[File:Item property.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
[[File:Compiling model.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that click options and center view, next go to sequence and change the animation that you prefer&lt;br /&gt;
[[File:Rig Test animation.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
[[File:File example.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
[[File:Path example.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2774</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2774"/>
		<updated>2021-05-17T13:30:49Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue! &lt;br /&gt;
&lt;br /&gt;
Open your Blender and then Import the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Amiya Model.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
&lt;br /&gt;
Next is to delete some of the bones.&lt;br /&gt;
Here is the list of the bones that you shouldn’t delete:&lt;br /&gt;
-ValveBiped.Bip01_R_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_R_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_R_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Hand&lt;br /&gt;
-ValveBiped.Bip01_R_Finger0&lt;br /&gt;
-ValveBiped.Bip01_R_Finger01&lt;br /&gt;
-ValveBiped.Bip01_R_Finger02&lt;br /&gt;
-ValveBiped.Bip01_R_Finger1&lt;br /&gt;
-ValveBiped.Bip01_R_Finger11&lt;br /&gt;
-ValveBiped.Bip01_R_Finger12&lt;br /&gt;
-ValveBiped.Bip01_R_Finger2&lt;br /&gt;
-ValveBiped.Bip01_R_Finger21&lt;br /&gt;
-ValveBiped.Bip01_R_Finger22&lt;br /&gt;
-ValveBiped.Bip01_R_Finger3&lt;br /&gt;
-ValveBiped.Bip01_R_Finger31&lt;br /&gt;
-ValveBiped.Bip01_R_Finger32&lt;br /&gt;
-ValveBiped.Bip01_R_Finger4&lt;br /&gt;
-ValveBiped.Bip01_R_Finger41&lt;br /&gt;
-ValveBiped.Bip01_R_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Clavicle&lt;br /&gt;
-ValveBiped.Bip01_L_UpperArm&lt;br /&gt;
-ValveBiped.Bip01_L_Forearm&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Hand&lt;br /&gt;
-ValveBiped.Bip01_L_Finger0&lt;br /&gt;
-ValveBiped.Bip01_L_Finger01&lt;br /&gt;
-ValveBiped.Bip01_L_Finger02&lt;br /&gt;
-ValveBiped.Bip01_L_Finger1&lt;br /&gt;
-ValveBiped.Bip01_L_Finger11&lt;br /&gt;
-ValveBiped.Bip01_L_Finger12&lt;br /&gt;
-ValveBiped.Bip01_L_Finger2&lt;br /&gt;
-ValveBiped.Bip01_L_Finger21&lt;br /&gt;
-ValveBiped.Bip01_L_Finger22&lt;br /&gt;
-ValveBiped.Bip01_L_Finger3&lt;br /&gt;
-ValveBiped.Bip01_L_Finger31&lt;br /&gt;
-ValveBiped.Bip01_L_Finger32&lt;br /&gt;
-ValveBiped.Bip01_L_Finger4&lt;br /&gt;
-ValveBiped.Bip01_L_Finger41&lt;br /&gt;
-ValveBiped.Bip01_L_Finger42&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_R_Thigh&lt;br /&gt;
-ValveBiped.Bip01_R_Calf&lt;br /&gt;
-ValveBiped.Bip01_R_Foot&lt;br /&gt;
-ValveBiped.Bip01_R_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_L_Thigh&lt;br /&gt;
-ValveBiped.Bip01_L_Calf&lt;br /&gt;
-ValveBiped.Bip01_L_Foot&lt;br /&gt;
-ValveBiped.Bip01_L_Toe0&lt;br /&gt;
&lt;br /&gt;
-ValveBiped.Bip01_Spine4&lt;br /&gt;
[[File:File:Bones Example.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that starts deleting the body but keep the arms.&lt;br /&gt;
[[File:Example Hands Cut.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that make sure the pose the arms if there are rigging issues&lt;br /&gt;
&lt;br /&gt;
	 Next, export your c_arms and then open the c_arms blend&lt;br /&gt;
If you see this text screen it’s found click the [[File:Text Editor.png(|50px|thumb|left|alt text)]]and then change it into 3d view&lt;br /&gt;
[[File:Miku Hands.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
As you can see there are the skeleton arms we will use for our custom c_arms&lt;br /&gt;
&lt;br /&gt;
 Pose your arms in the same pose as the miku_append_reference don’t worry to get a perfect size just pose it the same pose as the miku_append_reference arms model.&lt;br /&gt;
[[File:Pose arms.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that, you need to apply the armature or change the object into to miku_append_reference skeleton&lt;br /&gt;
[[File:Armature.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
And then select your custom skeleton and also the custom c_arms and then press space, search apply object transform this is to make sure to not make the model come back to their original position and check all the little box in your bottom left screen.&lt;br /&gt;
[[File:Object property.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Select your mesh and go to edit, if it’s back to its original position then you need to redo the process of applying the object transform&lt;br /&gt;
&lt;br /&gt;
	After that delete the miku_append_reference mesh and also your custom skeleton, and then try to pose your arms to see if it’s a problem.&lt;br /&gt;
[[File:Test Pose.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
To reset the rotation, scale, and position, press alt+r to reset the rotation, alt+g reset location, alt+s reset scale. Go to pose mode, select all press A and then set the start frame to 0, end to 1, and current frame to 0. Press I and the click LocRotScale go to the miku skeleton that we just use and then rename it to idle.&lt;br /&gt;
[[File:Item property.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Hit export&lt;br /&gt;
&lt;br /&gt;
 	Next, open your qc and type this as the following.&lt;br /&gt;
$modelname &amp;quot;path_name\name_of_mdl.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Model_name.dmx/smd&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;material_path&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$bodygroup &amp;quot;hands&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	studio &amp;quot;Amiya_Arms.dmx&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$surfaceprop &amp;quot;flesh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$contents &amp;quot;solid&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$cdmaterials &amp;quot;model\amiya\arknights\clancy\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$sequence &amp;quot;idle&amp;quot; &amp;quot;anims\idle.dmx&amp;quot; {&lt;br /&gt;
	fps 30&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
$includemodel &amp;quot;weapons/c_arms_animations.mdl&amp;quot; &lt;br /&gt;
&lt;br /&gt;
	After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile&lt;br /&gt;
[[File:Crowbar.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After compiling click Use in View and view your arms.&lt;br /&gt;
[[File:Compiling model.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
After that click options and center view, next go to sequence and change the animation that you prefer&lt;br /&gt;
[[File:Rig Test animation.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Ok, almost there but we need to do some Lua so create lua file and copy this code in your Lua file&lt;br /&gt;
&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Name your model what you want&amp;quot;, &amp;quot;path/mdl_name.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
player_manager.AddValidHands( &amp;quot;Arknights - Amiya&amp;quot;, &amp;quot;models/amiya/arknights/clancy/arms/amiya_arms.mdl&amp;quot;, 0, &amp;quot;00000000&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
After that you want to organize your folder something like this, make sure the folder is in the correct path otherwise the engine will not read it.&lt;br /&gt;
[[File:File example.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
Example:&lt;br /&gt;
$modelname &amp;quot;amiya\arknights\clancy\arms\amiya_arms.mdl&amp;quot;&lt;br /&gt;
[[File:Path example.png(|200px|thumb|left|alt text)]]&lt;br /&gt;
So the Lua folder is where is the Lua file located, materials folder where is the textures and materials or Vtf and Vmt, and models where is your model is located.&lt;br /&gt;
&lt;br /&gt;
	Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game and enjoy! ^-^&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Object_property.png&amp;diff=2773</id>
		<title>File:Object property.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Object_property.png&amp;diff=2773"/>
		<updated>2021-05-17T13:25:30Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Path_example.png&amp;diff=2772</id>
		<title>File:Path example.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Path_example.png&amp;diff=2772"/>
		<updated>2021-05-17T13:17:25Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:File_example.png&amp;diff=2771</id>
		<title>File:File example.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:File_example.png&amp;diff=2771"/>
		<updated>2021-05-17T13:16:58Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Rig_Test_animation.png&amp;diff=2770</id>
		<title>File:Rig Test animation.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Rig_Test_animation.png&amp;diff=2770"/>
		<updated>2021-05-17T13:16:08Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Compiling_model.png&amp;diff=2769</id>
		<title>File:Compiling model.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Compiling_model.png&amp;diff=2769"/>
		<updated>2021-05-17T13:15:39Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Crowbar.png&amp;diff=2768</id>
		<title>File:Crowbar.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Crowbar.png&amp;diff=2768"/>
		<updated>2021-05-17T13:15:03Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Item_property.png&amp;diff=2767</id>
		<title>File:Item property.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Item_property.png&amp;diff=2767"/>
		<updated>2021-05-17T13:14:22Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Test_Pose.png&amp;diff=2766</id>
		<title>File:Test Pose.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Test_Pose.png&amp;diff=2766"/>
		<updated>2021-05-17T13:13:32Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Text_Editor.png&amp;diff=2765</id>
		<title>File:Text Editor.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Text_Editor.png&amp;diff=2765"/>
		<updated>2021-05-17T13:13:03Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Armature.png&amp;diff=2764</id>
		<title>File:Armature.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Armature.png&amp;diff=2764"/>
		<updated>2021-05-17T13:12:29Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Pose_arms.png&amp;diff=2763</id>
		<title>File:Pose arms.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Pose_arms.png&amp;diff=2763"/>
		<updated>2021-05-17T13:11:39Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Miku_Hands.png&amp;diff=2762</id>
		<title>File:Miku Hands.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Miku_Hands.png&amp;diff=2762"/>
		<updated>2021-05-17T13:09:45Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Example_Hands_Cut.png&amp;diff=2761</id>
		<title>File:Example Hands Cut.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Example_Hands_Cut.png&amp;diff=2761"/>
		<updated>2021-05-17T13:09:15Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Bones_Example.png&amp;diff=2760</id>
		<title>File:Bones Example.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Bones_Example.png&amp;diff=2760"/>
		<updated>2021-05-17T13:08:23Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=File:Amiya_Model.png&amp;diff=2759</id>
		<title>File:Amiya Model.png</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=File:Amiya_Model.png&amp;diff=2759"/>
		<updated>2021-05-17T13:06:59Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2758</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2758"/>
		<updated>2021-05-17T12:59:40Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2757</id>
		<title>How to Make Custom c arms for Custom Model</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=How_to_Make_Custom_c_arms_for_Custom_Model&amp;diff=2757"/>
		<updated>2021-05-17T12:55:20Z</updated>

		<summary type="html">&lt;p&gt;Clamcy: Created page with &amp;quot;Step by step how to make c_arms for a custom model.  Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step by step how to make c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
Hello, my name is Clamcy or known as just Clancy! I’m the one who ported half percent of models in the Sunrust server. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.&lt;br /&gt;
&lt;br /&gt;
First, you need to download these below:&lt;br /&gt;
-Blender (https://www.blender.org/download/) download the 2.79 version&lt;br /&gt;
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)&lt;br /&gt;
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)&lt;br /&gt;
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)&lt;br /&gt;
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)&lt;br /&gt;
&lt;br /&gt;
Before we going for the step you should install the addons first but I recommend searching for a tutorial on YouTube or Google. Alright, let’s continue!&lt;/div&gt;</summary>
		<author><name>Clamcy</name></author>
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