Hi, Shawn.
I've been using WWMT for a couple of weeks now and I got to say they're very good and quite a time saver.
I've exported models without much difficulty, but now I've decided to add animations to one of my models.
I have a truck that has 7 bones: one for the truck's body, one for each wheel to spin them and an extra one for each front wheel that turns them left/right (these extra bones do not have any vertices weighted to them).
The problem is that, after exporting, in HLMV it shows the bones offset and scaled down. This of course causes weird animations.
This is my QC:
Another thing I noticed is that, after adding bones and animation, the collision hull gets broken.
The green outline shows what the collision hull used to be, while the red is the collision I have at the moment (which is wrong).
I've been using WWMT for a couple of weeks now and I got to say they're very good and quite a time saver.
I've exported models without much difficulty, but now I've decided to add animations to one of my models.
I have a truck that has 7 bones: one for the truck's body, one for each wheel to spin them and an extra one for each front wheel that turns them left/right (these extra bones do not have any vertices weighted to them).
The problem is that, after exporting, in HLMV it shows the bones offset and scaled down. This of course causes weird animations.
This is my QC:
Code Select
// QC File generated by the Wall Worm Model Tools Version 1.8893
// Get the latest version and notes at:
// http://dev.wallworm.com
$modelname "vehicles/veh_gmc_esu.mdl"
$body veh_gmc_esu_ref "veh_gmc_esu_ref.smd"
$texturegroup lights
{
{ "lights" }
{ "lights_strobe" }
}
$collisionmodel "veh_gmc_esu_ref_hull.smd" {
}
$surfaceprop "metal"
$cdmaterials "vehicles"
$sequence idle "veh_gmc_esu_ref" loop fps 30
$sequence driving "veh_gmc_esu_ref_sequence_driving" loop fps 20
$include "veh_gmc_esu_ref_wwmt_custom.qci"
Another thing I noticed is that, after adding bones and animation, the collision hull gets broken.
The green outline shows what the collision hull used to be, while the red is the collision I have at the moment (which is wrong).