Before I ask anything I'd like to say thank you for making such a simple and effective exporter because, honestly, I hate QC files and WWMT has made life a hell of a lot easier.
Anyways basically I'm wanting to import a Bandana to Gmod which will attach to the head bone of a person and act like a hat but when it is imported the bandana just rotates around with the player but is at 0,0,0 relative to the player. I'd like to know if I've missed a step or done something wrong.
- Created the model
- Deleted the whole citizen model except the "ValveBiped.Bip01_Head1" Bone
- "Select and Link"ed the Model to the Bone
- Added A skin to the Model and added the Bone
- Added a simple cube hull
- Did the basic Model selection, mass, textures, hull setup in WWMT's
- Had the bone selected and clicked "Select Point" under the Attachment Tab" gave it the same name as the bone and clicked create
- Ticked Absolute
- Exported
QC File:
/QC File generated by the Wall Worm Model Tools Version 1.79
// Get the latest version and notes at:
// http://dev.wallworm.com
$scale 1.0
$modelname "minenew/Bandana.mdl"
$origin 3.835952156805433e-006 1.4945148229599 -64.36485290527344 -90
$staticprop
$body Bandana "Bandana.smd"
$collisionmodel "Bandana_hull.smd" {
$mass 5.0
}
$surfaceprop "carpet"
$cdmaterials "minenew"
$texturegroup "Bandana_skins"
{
{ "BluePaisley" }
{ "BlueFlame" }
{ "SkullFace" }
{ "Skulls" }
{ "UrbanCamo" }
}
$sequence idle "Bandana" loop fps 30
$attachment "ValveBiped_Bip01_Head1" "ValveBiped.Bip01_Head1" -3.83595e-006 -1.49451 64.3649 absolute rotate 0.0 0.0 -90.0
$include "Bandana_wwmt_custom.qci"
What have I done wrong?
Try unticking the $staticprop checkbox.
Also, remove the Attachment altogether. Just make sure that the bone named "ValveBiped.Bip01_Head1" exists and that is what the bandana is skinned to.
Hopefully that solves your dilemma.
Share a screen shot of your work!
Big thanks! It works great now.
Render:
https://www.dropbox.com/s/goynah2rmkcekog/12345678Combined.jpg
Ingame:
http://imgur.com/a/5Imxp#2