Half-Life 2 Character rig in 3D Studio Max
Uploader Comments (SideEffectt)
Video Responses
All Comments (194)
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Hey, how did you make those external wire spheres and cubes that more easily control the bipeds bones?
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im looking for anyone you can create a custome ragdoll for me
pm me saying you will and ill give you the details
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is there a tutorial somewhere?
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awesome:)
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Pls check ur YouTube inbox
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Dude when are you going release this :( I really need a decent rig control over those Valve bones and CAT doesn't cut it
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Ok iv looked everywhere and now im stuck. Where are the damn .Smd file for Half Life 2?
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I've got some animations made with the metrocop actually that I uploaded to youtube. They are more basic for now. Where do you work at anyway? Or is that confidential?
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All I'm going to say is...weightmapping is a damn bitch.
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@SideEffect Ahhhh okay, thank you very much, i appreciate the help
What type of animation files do half life AI use? like what file extension?
CodyT95 7 months ago
@CodyT95 .smd There 2 types of smds. reference mesh smd that contains the geometry and bones. And Skeletal smd which is just bones and frames of animation.
SideEffectt 7 months ago
Is there a name for this type of rig? It seems like the rigs for character models in hl2 are completely different than the standard biped rig in 3dsMax. I guess what I'm wondering is what kind of rig one has to have for hl2.
Erilis666 1 year ago
@Erilis666 A biped is a rig. It doesn't matter what you use once everything is baked in a game. Most engines only see bones as just points (joints) linked together in a hierarchy with verts of the mesh bound to them. Your rig is just your puppet strings while animating so you can use other things like dynamic simulations or IK instead of having to FK animate each bone individually. Once the animation is baked all of that shit is gone and you're just left with the transofrm data for the joints.
SideEffectt 1 year ago 3