How to Make Custom c arms for Custom Model

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Revision as of 14:21, 17 May 2021 by Clamcy (talk | contribs)
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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. In this tutorial, I’m going to show you how to make custom c_arms for a custom model.

First, you need to download these below: -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)

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!

Open your Blender and then Import the model.

Amiya model

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

Skeleton Example

After that starts deleting the body but keeps the arms.

Example of hands model.

After that make sure the pose the arms if there are rigging issues

Next, export your c_arms and then open the c_arms blend

If you see this text screen it’s found click the

text editor.

and then change it into 3d view

Miku hands and skeleton we will use.

As you can see there are the skeleton arms we will use for our custom c_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.
Amiya hands posing with Miku hands

After that, you need to apply the armature or change the object into to miku_append_reference skeleton

Armature modifier

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.

Object property

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.

IMPORTANT pose your model before export.

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.

Item property

Hit export

	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"

After that open crowbar go to compile Click Qc input, search your qc and done. And then Output change it to subfolder and compile

Crowbar

After compiling click Use in View and view your arms.

Compiling model with crowbar

After that click options and center view, next, go to sequence and change the animation that you prefer

Animation test in HLMV

Ok, almost there but we need to do some Lua so create a Lua file and copy this code in your Lua file

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" )

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.

Folder example

Example: $modelname "amiya\arknights\clancy\arms\amiya_arms.mdl"

Folder path example.

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.

Ok, copy your folder into the steam\steamapps\common\GarrysMod\garrysmod\addons and paste it run the game, and enjoy! ^-^