riidom {l Wrote}:(in case someone knows: "De-rigify" - check or not?).
Ulukai {l Wrote}:Other way to test would be in blender? Or uploading a video would be handy for more people to take a quick look
iqmload "RE_Player_rig.iqm"
exec "models/actors/player/ragdoll.cfg"
iqmtag hand.R tag_weapon 0.1 -0.9 0.1 -90 0 -90
iqmtag ribs tag_bjet 0 0.4 2
iqmtag shin.L.02 tag_ljet 0 -1.6 1.6
iqmtag shin.R.02 tag_rjet 0 -1.6 1.6
iqmtag head tag_head 0 -0.65 0.5
iqmtag spine tag_torso 0 -1.7 -0.5
iqmtag hips tag_waist 0 1 2
if 1 [
iqmpitchtarget ribs "idle.iqm" 0
iqmpitchcorrect spine ribs 0.3
iqmpitchcorrect ribs ribs 0.3
iqmpitchcorrect upper_arm.L.01 ribs 0.2
iqmpitchcorrect upper_arm.R.01 ribs 0.2
iqmpitchcorrect forearm.L.01 ribs 0.2 0 45
iqmpitchcorrect forearm.R.01 ribs 0.2 0 45
iqmpitchcorrect neck ribs 0.5 -15 15
iqmpitchcorrect head ribs 0.5 -15 15
]
if 0 [
iqmpitch spine 0.4 0 -30 30
iqmpitch ribs 0.3 0 -30 30
iqmpitch head 0.5 0 -10 10
iqmpitch upper_arm.R.01 0.3 0 -30 30
iqmpitch upper_arm.L.01 0.3 0 -30 30
]
iqmanim "mapmodel" "idle.iqm" 10
iqmanim "idle" "idle.iqm" 10
iqmanim "sink" "sink.iqm" 20
iqmanim "swim" "swim.iqm" 20
iqmanim "dying" "dying.iqm" 21
iqmanim "dead" "dead.iqm"
iqmanim "forward" "walk_forward.iqm" 30
iqmanim "backward" "walk_backward.iqm" 30
iqmanim "left" "walk_left.iqm" 35
iqmanim "right" "walk_right.iqm" 35
iqmanim "impulse forward" "runcycle0.iqm" 40
iqmanim "impulse backward" "runbackward0.iqm" 40
iqmanim "impulse left" "runstepleft0.iqm" 45
iqmanim "impulse right" "runstepright0.iqm" 45
iqmanim "jump forward" "jump0_forward.iqm" 50
iqmanim "jump backward" "jump0_backward.iqm" 50
iqmanim "jump left" "jump0_left.iqm" 50
iqmanim "jump right" "jump0_right.iqm" 50
iqmanim "jump" "jump0_up.iqm" 50
iqmanim "crouch jump forward" "crouch_jump_forward.iqm" 50
iqmanim "crouch jump backward" "crouch_jump_backward.iqm" 50
iqmanim "crouch jump left" "crouch_jump_left.iqm" 50
iqmanim "crouch jump right" "crouch_jump_right.iqm" 50
iqmanim "crouch jump" "crouch_jump_up.iqm" 50
iqmanim "dash forward" "dash_forward.iqm"
iqmanim "dash backward" "dash_backward.iqm"
iqmanim "dash left" "dash_left.iqm"
iqmanim "dash right" "dash_right.iqm"
iqmanim "dash up" "dash_up.iqm"
iqmanim "wall run left" "wall_run_left.iqm" 40
iqmanim "wall run right" "wall_run_right.iqm" 40
iqmanim "wall jump|fly kick" "wall_jump1.iqm" 20
iqmanim "power slide" "powerslide_forward.iqm" 30
iqmanim "hover forward" "jet_forward.iqm"
iqmanim "hover backward" "jet_backward.iqm"
iqmanim "hover left" "jet_left.iqm"
iqmanim "hover right" "jet_right.iqm"
iqmanim "hover up" "jet_up.iqm"
iqmanim "crawl forward" "crouch_forward.iqm" 30
iqmanim "crawl backward" "crouch_backward.iqm" 30
iqmanim "crawl left" "crouch_left.iqm" 40
iqmanim "crawl right" "crouch_right.iqm" 40
iqmanim "crouch" "crouch.iqm" 10
iqmanimpart ribs //"shoulder.R shoulder.L"
iqmanim "pain" "pain.iqm"
iqmanim "idle" "idle.iqm"
iqmanim "sink" "sink.iqm" 20 -1
iqmanim "swim" "swim.iqm" 20 -1
iqmanim "dying" "dying.iqm" 21
iqmanim "dead" "dead.iqm"
iqmadjust ribs 0 15 0
iqmanim "pistol primary|rocket primary|shotgun primary|smg primary|flamer primary|plasma primary|rifle primary|grenade primary" "gun_fire.iqm" 20
iqmanim "pistol secondary|rocket secondary|shotgun secondary|smg secondary|flamer secondary|plasma secondary|rifle secondary|grenade secondary" "gun_fire.iqm" 20
iqmanim "pistol|rocket|shotgun|smg|flamer|plasma|rifle|grenade|switch|use|jam" "gun_pose1.iqm" //"gun_pose_default.iqm"
iqmanim "pistol reload" "reload_pistol.iqm" 20
//here is your reload
iqmanim "rocket reload|shotgun reload|smg reload|flamer reload|plasma reload|rifle reload|grenade reload|" "reload_small.iqm" 20
iqmanim "sword|melee" "sword_idle.iqm"
iqmadjust ribs
iqmanim "sword primary" "sword_primary.iqm" 30
iqmanim "sword secondary" "sword_secondary.iqm" 24
iqmanim "melee primary" "punch.iqm" 20
iqmanim "melee secondary" "punch.iqm" 20 //"gun_pose_default.iqm"
iqmskin * "<dds>diffuse.png" "<dds>mask.png" 1.0 0.7
iqmbumpmap * "<dds>norm.png"
iqmenvmap * "<mad:0.6/0.5/0.4>skyboxes/clouds"
iqmambient * 25
iqmglare * 0.5 1
iqmmaterial * 1 2
mdlscale 365
mdlyaw -90
/animoverride N
riidom {l Wrote}:With "setting endframe" you mean in Timeline Window, the start/end settings?
riidom {l Wrote}:And, I noticed the already existing animations have at frame 1 a keyframe for every bone. I considered that as a question of personal style and avoided it, because it keeps my list way shorter that way. Not sure if that is necessary or not.
riidom {l Wrote}:slow but sure loosing the faith someone is interested, but just in case it got somehow "overlooked" in irc..
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