Difference between revisions of "How to Make Custom c arms for Custom Model"
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== Addon list == | == Addon list == | ||
-Blender (https://www.blender.org/download/) download the 2.79 version | -Blender (https://www.blender.org/download/) download the 2.79 version | ||
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/) | -Blender Source Tool (http://steamreview.org/BlenderSourceTools/) | ||
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html) | -Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html) | ||
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing) | -C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing) | ||
-Crowbar(https://steamcommunity.com/groups/CrowbarTool) | -Crowbar(https://steamcommunity.com/groups/CrowbarTool) | ||
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== List of bones == | == List of bones == | ||
Next is to delete some of the bones. | Next is to delete some of the bones. | ||
Here is the list of the bones that you shouldn’t delete: | Here is the list of the bones that you shouldn’t delete: | ||
-ValveBiped.Bip01_R_Clavicle | -ValveBiped.Bip01_R_Clavicle | ||
-ValveBiped.Bip01_R_UpperArm | -ValveBiped.Bip01_R_UpperArm | ||
-ValveBiped.Bip01_R_Forearm | -ValveBiped.Bip01_R_Forearm | ||
-ValveBiped.Bip01_R_Hand | -ValveBiped.Bip01_R_Hand | ||
-ValveBiped.Bip01_R_Finger0 | -ValveBiped.Bip01_R_Finger0 | ||
-ValveBiped.Bip01_R_Finger01 | -ValveBiped.Bip01_R_Finger01 | ||
-ValveBiped.Bip01_R_Finger02 | -ValveBiped.Bip01_R_Finger02 | ||
-ValveBiped.Bip01_R_Finger1 | -ValveBiped.Bip01_R_Finger1 | ||
-ValveBiped.Bip01_R_Finger11 | -ValveBiped.Bip01_R_Finger11 | ||
-ValveBiped.Bip01_R_Finger12 | -ValveBiped.Bip01_R_Finger12 | ||
-ValveBiped.Bip01_R_Finger2 | -ValveBiped.Bip01_R_Finger2 | ||
-ValveBiped.Bip01_R_Finger21 | -ValveBiped.Bip01_R_Finger21 | ||
-ValveBiped.Bip01_R_Finger22 | -ValveBiped.Bip01_R_Finger22 | ||
-ValveBiped.Bip01_R_Finger3 | -ValveBiped.Bip01_R_Finger3 | ||
-ValveBiped.Bip01_R_Finger31 | -ValveBiped.Bip01_R_Finger31 | ||
-ValveBiped.Bip01_R_Finger32 | -ValveBiped.Bip01_R_Finger32 | ||
-ValveBiped.Bip01_R_Finger4 | -ValveBiped.Bip01_R_Finger4 | ||
-ValveBiped.Bip01_R_Finger41 | -ValveBiped.Bip01_R_Finger41 | ||
-ValveBiped.Bip01_R_Finger42 | -ValveBiped.Bip01_R_Finger42 | ||
-ValveBiped.Bip01_L_Clavicle | -ValveBiped.Bip01_L_Clavicle | ||
-ValveBiped.Bip01_L_UpperArm | -ValveBiped.Bip01_L_UpperArm | ||
-ValveBiped.Bip01_L_Forearm | -ValveBiped.Bip01_L_Forearm | ||
-ValveBiped.Bip01_L_Hand | -ValveBiped.Bip01_L_Hand | ||
-ValveBiped.Bip01_L_Finger0 | -ValveBiped.Bip01_L_Finger0 | ||
-ValveBiped.Bip01_L_Finger01 | -ValveBiped.Bip01_L_Finger01 | ||
-ValveBiped.Bip01_L_Finger02 | -ValveBiped.Bip01_L_Finger02 | ||
-ValveBiped.Bip01_L_Finger1 | -ValveBiped.Bip01_L_Finger1 | ||
-ValveBiped.Bip01_L_Finger11 | -ValveBiped.Bip01_L_Finger11 | ||
-ValveBiped.Bip01_L_Finger12 | -ValveBiped.Bip01_L_Finger12 | ||
-ValveBiped.Bip01_L_Finger2 | -ValveBiped.Bip01_L_Finger2 | ||
-ValveBiped.Bip01_L_Finger21 | -ValveBiped.Bip01_L_Finger21 | ||
-ValveBiped.Bip01_L_Finger22 | -ValveBiped.Bip01_L_Finger22 | ||
-ValveBiped.Bip01_L_Finger3 | -ValveBiped.Bip01_L_Finger3 | ||
-ValveBiped.Bip01_L_Finger31 | -ValveBiped.Bip01_L_Finger31 | ||
-ValveBiped.Bip01_L_Finger32 | -ValveBiped.Bip01_L_Finger32 | ||
-ValveBiped.Bip01_L_Finger4 | -ValveBiped.Bip01_L_Finger4 | ||
-ValveBiped.Bip01_L_Finger41 | -ValveBiped.Bip01_L_Finger41 | ||
-ValveBiped.Bip01_L_Finger42 | -ValveBiped.Bip01_L_Finger42 | ||
-ValveBiped.Bip01_R_Thigh | -ValveBiped.Bip01_R_Thigh | ||
-ValveBiped.Bip01_R_Calf | -ValveBiped.Bip01_R_Calf | ||
-ValveBiped.Bip01_R_Foot | -ValveBiped.Bip01_R_Foot | ||
-ValveBiped.Bip01_R_Toe0 | -ValveBiped.Bip01_R_Toe0 | ||
-ValveBiped.Bip01_L_Thigh | -ValveBiped.Bip01_L_Thigh | ||
-ValveBiped.Bip01_L_Calf | -ValveBiped.Bip01_L_Calf | ||
-ValveBiped.Bip01_L_Foot | -ValveBiped.Bip01_L_Foot | ||
-ValveBiped.Bip01_L_Toe0 | -ValveBiped.Bip01_L_Toe0 | ||
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== Miku Hands == | == Miku Hands == | ||
Next, export your c_arms and then open the c_arms blend | Next, export your c_arms and then open the c_arms blend | ||
If you see this text screen it’s found click the [[File:Text Editor.png|50px|thumb|left|<div style="text-align: right">''text editor.''</div>]]and then change it into 3d view | |||
If you see this text screen it’s found click the | |||
[[File:Text Editor.png|50px|thumb|left|<div style="text-align: right">''text editor.''</div>]] | |||
and then change it into 3d view | |||
[[File:Miku Hands.png|1000px|thumb|center|<div style="text-align: right">''Miku hands and skeleton we will use.''</div>]] | [[File:Miku Hands.png|1000px|thumb|center|<div style="text-align: right">''Miku hands and skeleton we will use.''</div>]] | ||
As you can see there are the skeleton arms we will use for our custom c_arms | As you can see there are the skeleton arms we will use for our custom c_arms | ||
== Posing and applying Miku's skeleton to custom arms == | == Posing and applying Miku's skeleton to custom arms == | ||
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. | 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. | ||
[[File:Pose arms.png|1000px|thumb|center|<div style="text-align: right">''Amiya hands posing with Miku hands''</div>]] | [[File:Pose arms.png|1000px|thumb|center|<div style="text-align: right">''Amiya hands posing with Miku hands''</div>]] | ||
After that, you need to apply the armature or change the object into to miku_append_reference skeleton | After that, you need to apply the armature or change the object into to miku_append_reference skeleton | ||
[[File:Armature.png|450px|thumb|center|<div style="text-align: right">''Armature modifier''</div>]] | [[File:Armature.png|450px|thumb|center|<div style="text-align: right">''Armature modifier''</div>]] | ||
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. | 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. | ||
[[File:Object property.png|200px|thumb|center|<div style="text-align: right">''Object property''</div>]] | [[File:Object property.png|200px|thumb|center|<div style="text-align: right">''Object property''</div>]] | ||
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 | 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 | ||
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[[File:Test Pose.png|1000px|thumb|center|<div style="text-align: right">''IMPORTANT pose your model before export.''</div>]] | [[File:Test Pose.png|1000px|thumb|center|<div style="text-align: right">''IMPORTANT pose your model before export.''</div>]] | ||
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. | 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. | ||
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== QC == | == QC == | ||
Next, open your qc and type this as the following. | Next, open your qc and type this as the following. | ||
$modelname "path_name\name_of_mdl.mdl" | $modelname "path_name\name_of_mdl.mdl" | ||
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Example: | Example: | ||
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl" | $modelname "amiya\arknights\clancy\arms\amiya_arms.mdl" | ||
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$sequence "idle" "anims\idle.dmx" { | $sequence "idle" "anims\idle.dmx" { | ||
fps 30 | fps 30 | ||
} | } | ||
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== Crowbar == | == Crowbar == | ||
After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile | After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile | ||
[[File:Crowbar.png|450px|thumb|center|<div style="text-align: left">''Crowbar''</div>]] | [[File:Crowbar.png|450px|thumb|center|<div style="text-align: left">''Crowbar''</div>]] | ||
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[[File:Compiling model.png|450px|thumb|center|<div style="text-align: left">''Compiling model with crowbar''</div>]] | [[File:Compiling model.png|450px|thumb|center|<div style="text-align: left">''Compiling model with crowbar''</div>]] | ||
After that click options and center view, next, go to sequence and change the animation that you prefer | After that click options and center view, next, go to sequence and change the animation that you prefer | ||
[[File:Rig Test animation.png|450px|thumb|center|<div style="text-align: left">''Animation test in HLMV''</div>]] | [[File:Rig Test animation.png|450px|thumb|center|<div style="text-align: left">''Animation test in HLMV''</div>]] | ||
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file | Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file | ||
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[[File:File example.png|450px|thumb|center|<div style="text-align: left">''Folder example''</div>]] | [[File:File example.png|450px|thumb|center|<div style="text-align: left">''Folder example''</div>]] | ||
Example: | Example: | ||
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl" | $modelname "amiya\arknights\clancy\arms\amiya_arms.mdl" | ||
[[File:Path example.png|450px|thumb|center|<div style="text-align: left">''Folder path example.''</div>]] | [[File:Path example.png|450px|thumb|center|<div style="text-align: left">''Folder path example.''</div>]] | ||
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. | 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. | ||
== Run Gmod == | == Run Gmod == | ||
Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^ | Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^ |
Revision as of 15:27, 17 May 2021
Step by step how to make c_arms for a custom model.
In this guide, we are going to guide you on how to make your own custom c arms for a custom model.
Addon list
-Blender (https://www.blender.org/download/) download the 2.79 version
-Blender Source Tool (http://steamreview.org/BlenderSourceTools/)
-Vtfedit(https://nemstools.github.io/pages/VTFLib-Download.html)
-C_Arms model(https://drive.google.com/file/d/1H-Fy96utm67TE_Yvd_Y4wQOeuMd8PhQN/view?usp=sharing)
-Crowbar(https://steamcommunity.com/groups/CrowbarTool)
Addon installation
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!
Import model
Open your Blender and then Import the model.
List of bones
Next is to delete some of the bones.
Here is the list of the bones that you shouldn’t delete:
-ValveBiped.Bip01_R_Clavicle
-ValveBiped.Bip01_R_UpperArm
-ValveBiped.Bip01_R_Forearm
-ValveBiped.Bip01_R_Hand
-ValveBiped.Bip01_R_Finger0
-ValveBiped.Bip01_R_Finger01
-ValveBiped.Bip01_R_Finger02
-ValveBiped.Bip01_R_Finger1
-ValveBiped.Bip01_R_Finger11
-ValveBiped.Bip01_R_Finger12
-ValveBiped.Bip01_R_Finger2
-ValveBiped.Bip01_R_Finger21
-ValveBiped.Bip01_R_Finger22
-ValveBiped.Bip01_R_Finger3
-ValveBiped.Bip01_R_Finger31
-ValveBiped.Bip01_R_Finger32
-ValveBiped.Bip01_R_Finger4
-ValveBiped.Bip01_R_Finger41
-ValveBiped.Bip01_R_Finger42
-ValveBiped.Bip01_L_Clavicle
-ValveBiped.Bip01_L_UpperArm
-ValveBiped.Bip01_L_Forearm
-ValveBiped.Bip01_L_Hand
-ValveBiped.Bip01_L_Finger0
-ValveBiped.Bip01_L_Finger01
-ValveBiped.Bip01_L_Finger02
-ValveBiped.Bip01_L_Finger1
-ValveBiped.Bip01_L_Finger11
-ValveBiped.Bip01_L_Finger12
-ValveBiped.Bip01_L_Finger2
-ValveBiped.Bip01_L_Finger21
-ValveBiped.Bip01_L_Finger22
-ValveBiped.Bip01_L_Finger3
-ValveBiped.Bip01_L_Finger31
-ValveBiped.Bip01_L_Finger32
-ValveBiped.Bip01_L_Finger4
-ValveBiped.Bip01_L_Finger41
-ValveBiped.Bip01_L_Finger42
-ValveBiped.Bip01_R_Thigh -ValveBiped.Bip01_R_Calf
-ValveBiped.Bip01_R_Foot
-ValveBiped.Bip01_R_Toe0
-ValveBiped.Bip01_L_Thigh
-ValveBiped.Bip01_L_Calf
-ValveBiped.Bip01_L_Foot
-ValveBiped.Bip01_L_Toe0
-ValveBiped.Bip01_Spine4
Deleting the body
After that starts deleting the body but keeps the arms.
After that make sure the pose the arms if there are rigging issues
Miku Hands
Next, export your c_arms and then open the c_arms blend
If you see this text screen it’s found click the
and then change it into 3d view
As you can see there are the skeleton arms we will use for our custom c_arms
Posing and applying Miku's skeleton to custom arms
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.
After that, you need to apply the armature or change the object into to miku_append_reference skeleton
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.
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
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.
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.
Hit export
QC
Next, open your qc and type this as the following.
$modelname "path_name\name_of_mdl.mdl"
$bodygroup "hands" { studio "Model_name.dmx/smd" }
$surfaceprop "flesh"
$contents "solid"
$cdmaterials "material_path"
$sequence "idle" "anims\idle.dmx" { fps 30 }
$includemodel "weapons/c_arms_animations.mdl"
Example:
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"
$bodygroup "hands" { studio "Amiya_Arms.dmx" }
$surfaceprop "flesh"
$contents "solid"
$cdmaterials "model\amiya\arknights\clancy\"
$sequence "idle" "anims\idle.dmx" {
fps 30 }
$includemodel "weapons/c_arms_animations.mdl"
Crowbar
After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile
After compiling click Use in View and view your arms.
After that click options and center view, next, go to sequence and change the animation that you prefer
Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file
Lua
In the Lua file copy and paste this code to your Lua file and make sure to save it!
player_manager.AddValidHands( "Name your model what you want", "path/mdl_name.mdl", 0, "00000000" )
Example: player_manager.AddValidHands( "Arknights - Amiya", "models/amiya/arknights/clancy/arms/amiya_arms.mdl", 0, "00000000" )
Example folder path
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.
Example:
$modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"
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.
Run Gmod
Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^