Advertisement
axel37

CSGO Player Model Rigging

May 31st, 2018
110
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.48 KB | None | 0 0
  1. Easiest WORKING Method :
  2.  
  3. - decompile the player from CS:GO and import the ref or the refs into ur software [3ds Max/Maya/Blender/XSI SOftimage] now remove the mesh or meshes, meaning no meshes needed.
  4.  
  5. - now select all ur bones [make sure to unhide/unfreeze all, just in case] and add all of them into a new layer [except Milkshape, since right]
  6.  
  7. - now create a new layer and import the ref or refs from CS:S and add all to that layer. Adding layers and working is just so u won't mess around there and plus makes them easy to select/use/freeze/hide etc
  8. Now freeze the entire layer with CS:GO bones and now select the bones and the mesh[es] from CS:S, and freeze the mesh and now move the cs:s bones/scale in order to match the exact pose and form, meanin u move a bone and u rotate/move/scale [don't force this] to be on the exact position as the initial CS:GO bone is. Like if let's say CS:GO bone is on left mid, then u move the CS:S to the exact position.
  9.  
  10. After this process is done, just freeze the mesh [or u can just hide it] from CS:S and now and on this u need to pay attention.. now u link each bone from cs:s skelet to those from cs:go skelet. How? Well one by one, u select them and link them, then after all the process is done, just hide the CS:S bones and unhide or unfreeze the mesh or meshes from CS:S and then unfreeze the bones from CS:GO and now just play with them and see what's worlking and what is not. If all is linked right, all will be good.
  11. Now if by any chance u didn't linked some bone or had no intention in linking it to some bone from CS:GO bones, then u won't be able to compile, u'll get the log compile errors, so in order to bypass this, just remove the line from qc pointing to that bone that was causing all this. This is the same procedure as like u do for gmod/cs:s/cs/cz/dod:s/hl2/l4d1&2 etc Again if all is linked, then all will be ok.
  12.  
  13. --- PS: this was for linking if by any chance the mesh is rigged, like in this case.. if the mesh or meshes had no weight on them, well that's another story...anyway this is how i do it and works! ------ Also how any CUSTOM ARMS are done for CS:GO ? Well as the player is rigged or re-linked in this case, just cut the mesh and leave only the arms untill u'll hit the clavicles and remove the rest of the bones, for that u can decompile some arms and see what bones u need, then export and compile for custom arms, easy as that! That thing with arms works also for gmod and whatever supports that, i mean the example on how to do them.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement