3:42 How do you know which file is for which character? I know you gave us Rochelle's, but what about the rest? I'm trying to rig it to louis but it didn't work >>> could not load file 'survivor_manager_anims/manager' EDIT: I got it wrong. You need to find the folder with the animations on the same folder you got the qc file. If you open it, you should see 2 smd files, so in those 2 lines you need to edit on the qci file, you put the folder and the file name. EXAMPLE: Correct way for my mod: survivor_teenangst_anims/CustomLouis survivor_teenangst_anims/ragdoll It went wrong for me, because I assumed it was finding the animation from the l4d2 main folder, but instead, it's using the modded folder. I was trying to guess the name of the folder of the files for the manager (louis)
Zoey doesn't have those animations which is the reason why the bones are broken. (Rather, she only has one anim instead of 2 or more...) The only way to fix this is to directly import Zoey's anims via decompiling Zoey's anims and copying the working anims. (Use $sequence instead of $declaresequence)
@@MarioSonicFilms Sorry, I'm using RigToZoey(Anims_RigToZoey_ReplaceFrancis). So if I use RigToZoey, I have to replace it with another animation of Zoey, right? Can the replacement animation have the same name? Or do I need to use an unused animation?
@@BAKER1291 You cannot use the same name for the $DelcareSequence/$Sequence. If you do that, only the first animation with the name will work and the others will T-Pose. The anim file itself doesn't matter. So Zoey has the "GetUpFrom_Incap" anim. Francis has a few more. Have one of them named the same as Zoey's Now with Zoey's decompiled anims, look for her GetUpFrom_Incap anim. That can still have the same name - all that matters is the "listing name" from the sequences. In the QC file of Zoey's anims, copy the $Sequence used for her getup anim and rename it to Francis' anim names. (Has _04 & _05 at the end.) Here's what it should look like: $declaresequence "GetUpFrom_Incap" $sequence "GetUpFrom_Incap_04" { "anims\GetUpFrom_Incap.smd" activity "ACT_TERROR_INCAP_TO_STAND" -1 fadein 0.75 fadeout 0.75 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 3 usesequence walkframe 160 LX LY } $sequence "GetUpFrom_Incap_05" { "anims\GetUpFrom_Incap.smd" activity "ACT_TERROR_INCAP_TO_STAND" -1 fadein 0.75 fadeout 0.75 fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 3 usesequence // walkframe 160 LX LY } // One walkframe must be disabled, else both will not work. ~MSF
Can some similar trick be applied to swap fps hands? I simply copied over Coach's fps hands to Nick, and while they do work offline, they are invisible online.
The hands don't have animations. They use the guns' anims. You should never change the MDL name itself. Instead, compile a new hands model with the Gambler name.
@@Zobbes You'll still need the following: _$sequence reference "output" fps 1_ _$animation "a_proportions" "(Custom model name).smd" subtract "reference" 0_ _$sequence "proportions" "a_proportions" predelta autoplay_ If you're working on a model you've decompiled, you may want to follow this guide: steamcommunity.com/sharedfiles/filedetails/?id=1779492908
@@MarioSonicFilms Despite following the guide and adding those to the QC file, the proportion trick still isn't working. Edit: ok I clearly messed something up on the first attempt I did with a character, because I started over with a second character and that one came out perfect. So it's something I did for the first one, my bad!
@@MarioSonicFilms yeah I still haven’t had much with that mod, despite leaving all his proportion stuff intact and all that, it’s still all long. However the guide did work for other characters. Thanks for the help :)
For anyone wondering how to get the files, you can check the link on the wayback machine and download them from there.
I found it in ZeqMacaw's Tidbits when I searched it in google.
Haven't watched the video, don't know if the tutorial is any good, but you're getting a like for using Planet Bolden - Silver City.
3:42 How do you know which file is for which character? I know you gave us Rochelle's, but what about the rest?
I'm trying to rig it to louis but it didn't work >>> could not load file 'survivor_manager_anims/manager'
EDIT: I got it wrong. You need to find the folder with the animations on the same folder you got the qc file. If you open it, you should see 2 smd files, so in those 2 lines you need to edit on the qci file, you put the folder and the file name.
EXAMPLE:
Correct way for my mod: survivor_teenangst_anims/CustomLouis
survivor_teenangst_anims/ragdoll
It went wrong for me, because I assumed it was finding the animation from the l4d2 main folder, but instead, it's using the modded folder. I was trying to guess the name of the folder of the files for the manager (louis)
Without bothering with the rigging and simply just changing the animations, do I decompile it, change the .qc, then recompile it again?
will there be a separate video on proportion trick?
hey umm, the website to obtain the swapped animations is now longer available, can you direct me with another link to download them?
Is there a way to get swapped animation? Because the website that had them is down I think
Bones are broken in certain animations(For example:GetUpFrom_Incap_04,Heal_Incap_Standing_02,Heal_Self_Standing_06).
How do I fix it?
Zoey doesn't have those animations which is the reason why the bones are broken. (Rather, she only has one anim instead of 2 or more...)
The only way to fix this is to directly import Zoey's anims via decompiling Zoey's anims and copying the working anims. (Use $sequence instead of $declaresequence)
@@MarioSonicFilms Do you mean replacing Francis' animation (bugged animation) with Zoey's animation (Zoey's unused animation)?
Oh, I had assumed you were using RigToZoey.
In that case, decompile Francis' anims, copy the ones he has and use them for the missing/borked anims.
@@MarioSonicFilms Sorry, I'm using RigToZoey(Anims_RigToZoey_ReplaceFrancis).
So if I use RigToZoey, I have to replace it with another animation of Zoey, right?
Can the replacement animation have the same name? Or do I need to use an unused animation?
@@BAKER1291 You cannot use the same name for the $DelcareSequence/$Sequence. If you do that, only the first animation with the name will work and the others will T-Pose. The anim file itself doesn't matter.
So Zoey has the "GetUpFrom_Incap" anim. Francis has a few more. Have one of them named the same as Zoey's
Now with Zoey's decompiled anims, look for her GetUpFrom_Incap anim. That can still have the same name - all that matters is the "listing name" from the sequences.
In the QC file of Zoey's anims, copy the $Sequence used for her getup anim and rename it to Francis' anim names. (Has _04 & _05 at the end.)
Here's what it should look like:
$declaresequence "GetUpFrom_Incap"
$sequence "GetUpFrom_Incap_04" {
"anims\GetUpFrom_Incap.smd"
activity "ACT_TERROR_INCAP_TO_STAND" -1
fadein 0.75
fadeout 0.75
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 3 usesequence
walkframe 160 LX LY
}
$sequence "GetUpFrom_Incap_05" {
"anims\GetUpFrom_Incap.smd"
activity "ACT_TERROR_INCAP_TO_STAND" -1
fadein 0.75
fadeout 0.75
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 160 160 target 3 usesequence
// walkframe 160 LX LY
}
// One walkframe must be disabled, else both will not work. ~MSF
Can some similar trick be applied to swap fps hands? I simply copied over Coach's fps hands to Nick, and while they do work offline, they are invisible online.
The hands don't have animations. They use the guns' anims.
You should never change the MDL name itself. Instead, compile a new hands model with the Gambler name.
@@MarioSonicFilms Yeah, that's what I did and it worked.
Bro please re upload the swppedanimations, the site is down
Could this process be used to swap workshop mods over other characters?
Yep!
@@MarioSonicFilms I was able to swap out a model onto another character, but the proportion trick isn't working anymore.
@@Zobbes You'll still need the following:
_$sequence reference "output" fps 1_
_$animation "a_proportions" "(Custom model name).smd" subtract "reference" 0_
_$sequence "proportions" "a_proportions" predelta autoplay_
If you're working on a model you've decompiled, you may want to follow this guide: steamcommunity.com/sharedfiles/filedetails/?id=1779492908
@@MarioSonicFilms Despite following the guide and adding those to the QC file, the proportion trick still isn't working.
Edit: ok I clearly messed something up on the first attempt I did with a character, because I started over with a second character and that one came out perfect. So it's something I did for the first one, my bad!
@@MarioSonicFilms yeah I still haven’t had much with that mod, despite leaving all his proportion stuff intact and all that, it’s still all long. However the guide did work for other characters. Thanks for the help :)
CAN YOU MAKE BLITZO AND MILLIE INTO LEFT 4 DEAD 2 PLEASE?
He already made Millie as a replacement to Rochelle. And it's Blitz to you >;c
👍👍👍👍
@@delicious_ravioli4727 the O is there Its just silent :)
@@SawHero24 Yes xd
why does he sound like lester from GTA V??
He sounds more like yosuke hanamura from persona 4.