HL2 to CSS

Текстурные модификации, редактирование моделей
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A3DS
Нович0к
Нович0к
Сообщения: 1
Зарегистрирован: 20.11.2010

#1 Сообщение 20.11.2010, 08:05

У меня есть модель для hl2 с соответствующей анимацией, мне нужно ее перенести в CSS. Вся сложность заключается в том, как заставить модель из hl2 использовать анимацию из css. Я пытался ето провернуть по англ туториалу, вот что из этого вышло: взял 2 модели, сt_urban (из CSS) и sheva (модель для hl.2 с соответствующей анимацией). Декомпилировал их через CDK StudioCompiler. В туториале говорилось, что необходимо в .qc файл от модели ct_urban скопировать кусок из .qc файла sheva:

файл "mdldecompiler.qc" модели sheva:

$cd "C:\Documents and Settings\AION game\Рабочий стол\SHEVA\SHEVA"
$modelname "player\slow\amberlyn/re5/sheva\slow.mdl"
$model "S-LoW" "slow.smd"
$poseparameter move_yaw -180.00 180.00
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$cdmaterials "models\player\slow\amberlyn\re5\sheva\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -8.300 -7.730 -6.010 8.300 2.010 6.010
$hbox 6 "ValveBiped.Bip01_L_Thigh" 4.580 -4.580 -4.000 22.880 4.580 4.000
$hbox 6 "ValveBiped.Bip01_L_Calf" -0.290 -3.720 -3.430 20.880 3.720 3.430
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.290 -2.860 -2.290 5.720 2.860 2.290
$hbox 6 "ValveBiped.Bip01_L_Toe0" -2.860 -3.000 -2.290 4.000 1.000 2.290
$hbox 7 "ValveBiped.Bip01_R_Thigh" 4.580 -4.580 -4.000 22.880 4.580 4.000
$hbox 7 "ValveBiped.Bip01_R_Calf" -0.290 -3.720 -3.430 20.880 3.720 3.430
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.290 -2.860 -2.290 5.720 2.860 2.290
$hbox 7 "ValveBiped.Bip01_R_Toe0" -2.860 -3.000 -2.290 4.000 1.000 2.290
$hbox 3 "ValveBiped.Bip01_Spine1" -9.150 -3.890 -8.010 4.580 8.690 8.010
$hbox 2 "ValveBiped.Bip01_Spine2" -3.070 -3.070 -9.690 13.570 10.670 9.690
$hbox 1 "ValveBiped.Bip01_Neck1" -0.100 -3.430 -2.860 5.510 3.430 2.860
$hbox 1 "ValveBiped.Bip01_Head1" -1.190 -5.340 -3.330 8.590 5.340 3.330
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.140 -2.580 -2.290 14.870 2.580 2.290
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.720 -2.400 -2.400 13.160 2.400 2.400
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.290 -2.010 -1.590 6.580 2.010 2.990
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.140 -2.580 -2.290 14.870 2.580 2.290
$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.720 -2.400 -2.400 13.160 2.400 2.400
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.290 -2.010 -2.990 6.580 2.010 1.590
// Model uses material "slow_pants_nocull.vmt"
// Model uses material "slow_bangles.vmt"
// Model uses material "slow_nocull.vmt"
// Model uses material "slow_belt.vmt"
// Model uses material "slow_pants.vmt"
// Model uses material "slow_boots.vmt"
// Model uses material "slow_skin.vmt"
// Model uses material "slow_blingbling.vmt"
// Model uses material "slow_gold.vmt"
// Model uses material "slow_top.vmt"
// Model uses material "slow_shirt.vmt"
// Model uses material "slow_leather.vmt"
// Model uses material "slow_hands.vmt"
// Model uses material "slow_handshoes.vmt"
// Model uses material "slow_head.vmt"
// Model uses material "slow_eyes.vmt"
// Model uses material "slow_hair_4_fix.vmt"
// Model uses material "slow_hair_3_fix.vmt"
// Model uses material "slow_hair_5_fix.vmt"
// Model uses material "slow_hair_2.vmt"
// Model uses material "slow_hair.vmt"
// Model uses material "slow_hair_3.vmt"
// Model uses material "slow_hair_5.vmt"
// Model uses material "slow_eyelashes.vmt"
// Model uses material "slow_hair_4.vmt"
// Model uses material "slow_belts.vmt"
// Model uses material "slow_holster.vmt"
// Model uses material "slow_metal.vmt"
// Model uses material "slow_radio.vmt"
// Model uses material "slow_ruby.vmt"
// Model uses material "slow_tattoo.vmt"
$attachment "forward" "ValveBiped.forward" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 6.45 4.24 -3.33 rotate -13.00 173.00 92.00
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 2.13 4.48 -6.15 rotate -81.00 179.00 91.00
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" -7.50 3.33 2.16 rotate 22.00 2.00 -87.00
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" -6.40 4.44 -4.03 rotate -33.00 -3.00 -88.00
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" -0.93 2.33 -5.20 rotate -5.00 -2.00 80.00
$attachment "primary" "ValveBiped.Bip01_Spine2" 13.03 -1.00 -7.48 rotate -17.00 177.00 -4.00
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 5.15 -0.56 5.20 rotate 4.00 -92.00 81.00
$attachment "c4" "ValveBiped.Bip01_Spine2" 13.67 -3.55 0.95 rotate -29.00 65.00 22.00
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.20 -0.00 rotate -0.00 -0.00 -0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.20 0.00 rotate 0.00 0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" -0.00 -0.00 0.00 rotate -0.00 0.00 0.00
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0.00 1.22 -6.66 rotate -73.00 91.00 180.00
$includemodel "cs_fix.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition 0.000 0.000 150.000
$illumposition -0.305 -0.019 37.327
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL -1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

$mass 60.0
$inertia 5.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine"

$jointconstrain "valvebiped.bip01_spine2" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit 0.00 0.00 0.00

$jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.01
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 122.00 0.01
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -122.00 50.00 0.01

$jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.01
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 28.00 0.01
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -100.00 59.00 0.01

$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.01
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 0.00 0.01

$jointconstrain "valvebiped.bip01_l_hand" x limit -68.00 68.00 0.01
$jointconstrain "valvebiped.bip01_l_hand" y limit -37.00 41.00 0.01
$jointconstrain "valvebiped.bip01_l_hand" z limit -44.00 70.00 0.01

$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 1.00 0.01

$jointconstrain "valvebiped.bip01_r_hand" x limit -75.00 93.00 0.01
$jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 32.00 0.01
$jointconstrain "valvebiped.bip01_r_hand" z limit -48.00 66.00 0.01

$jointconstrain "valvebiped.bip01_r_thigh" x limit -50.00 48.00 0.01
$jointconstrain "valvebiped.bip01_r_thigh" y limit -19.00 70.00 0.01
$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 73.00 0.01

$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 133.00 0.01

$jointconstrain "valvebiped.bip01_head1" x limit -61.00 61.00 0.01
$jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.01
$jointconstrain "valvebiped.bip01_head1" z limit -32.00 50.00 0.01

$jointconstrain "valvebiped.bip01_l_thigh" x limit -39.00 39.00 0.01
$jointconstrain "valvebiped.bip01_l_thigh" y limit -59.00 23.00 0.01
$jointconstrain "valvebiped.bip01_l_thigh" z limit -84.00 66.00 0.01

$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 131.00 0.01

$jointconstrain "valvebiped.bip01_l_foot" x limit -23.00 23.00 0.01
$jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 28.00 0.01
$jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 46.00 0.01

$jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.01
$jointconstrain "valvebiped.bip01_r_foot" y limit -23.00 23.00 0.01
$jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.01
}



тот же файл после вставки текста из .qc файла сt_urban:


$cd "C:\Documents and Settings\AION game\Рабочий стол\SHEVA\SHEVA"
$modelname "player\slow\amberlyn/re5/sheva\slow.mdl"
$model "S-LoW" "slow.smd"
$poseparameter move_yaw -180.00 180.00
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$cdmaterials "models\player\slow\amberlyn\re5\sheva\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -8.300 -7.730 -6.010 8.300 2.010 6.010
$hbox 6 "ValveBiped.Bip01_L_Thigh" 4.580 -4.580 -4.000 22.880 4.580 4.000
$hbox 6 "ValveBiped.Bip01_L_Calf" -0.290 -3.720 -3.430 20.880 3.720 3.430
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.290 -2.860 -2.290 5.720 2.860 2.290
$hbox 6 "ValveBiped.Bip01_L_Toe0" -2.860 -3.000 -2.290 4.000 1.000 2.290
$hbox 7 "ValveBiped.Bip01_R_Thigh" 4.580 -4.580 -4.000 22.880 4.580 4.000
$hbox 7 "ValveBiped.Bip01_R_Calf" -0.290 -3.720 -3.430 20.880 3.720 3.430
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.290 -2.860 -2.290 5.720 2.860 2.290
$hbox 7 "ValveBiped.Bip01_R_Toe0" -2.860 -3.000 -2.290 4.000 1.000 2.290
$hbox 3 "ValveBiped.Bip01_Spine1" -9.150 -3.890 -8.010 4.580 8.690 8.010
$hbox 2 "ValveBiped.Bip01_Spine2" -3.070 -3.070 -9.690 13.570 10.670 9.690
$hbox 1 "ValveBiped.Bip01_Neck1" -0.100 -3.430 -2.860 5.510 3.430 2.860
$hbox 1 "ValveBiped.Bip01_Head1" -1.190 -5.340 -3.330 8.590 5.340 3.330
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.140 -2.580 -2.290 14.870 2.580 2.290
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.720 -2.400 -2.400 13.160 2.400 2.400
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.290 -2.010 -1.590 6.580 2.010 2.990
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.140 -2.580 -2.290 14.870 2.580 2.290
$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.720 -2.400 -2.400 13.160 2.400 2.400
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.290 -2.010 -2.990 6.580 2.010 1.590
// Model uses material "slow_pants_nocull.vmt"
// Model uses material "slow_bangles.vmt"
// Model uses material "slow_nocull.vmt"
// Model uses material "slow_belt.vmt"
// Model uses material "slow_pants.vmt"
// Model uses material "slow_boots.vmt"
// Model uses material "slow_skin.vmt"
// Model uses material "slow_blingbling.vmt"
// Model uses material "slow_gold.vmt"
// Model uses material "slow_top.vmt"
// Model uses material "slow_shirt.vmt"
// Model uses material "slow_leather.vmt"
// Model uses material "slow_hands.vmt"
// Model uses material "slow_handshoes.vmt"
// Model uses material "slow_head.vmt"
// Model uses material "slow_eyes.vmt"
// Model uses material "slow_hair_4_fix.vmt"
// Model uses material "slow_hair_3_fix.vmt"
// Model uses material "slow_hair_5_fix.vmt"
// Model uses material "slow_hair_2.vmt"
// Model uses material "slow_hair.vmt"
// Model uses material "slow_hair_3.vmt"
// Model uses material "slow_hair_5.vmt"
// Model uses material "slow_eyelashes.vmt"
// Model uses material "slow_hair_4.vmt"
// Model uses material "slow_belts.vmt"
// Model uses material "slow_holster.vmt"
// Model uses material "slow_metal.vmt"
// Model uses material "slow_radio.vmt"
// Model uses material "slow_ruby.vmt"
// Model uses material "slow_tattoo.vmt"
$attachment "forward" "ValveBiped.forward" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 6.45 4.24 -3.33 rotate -13.00 173.00 92.00
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 2.13 4.48 -6.15 rotate -81.00 179.00 91.00
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" -7.50 3.33 2.16 rotate 22.00 2.00 -87.00
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" -6.40 4.44 -4.03 rotate -33.00 -3.00 -88.00
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" -0.93 2.33 -5.20 rotate -5.00 -2.00 80.00
$attachment "primary" "ValveBiped.Bip01_Spine2" 13.03 -1.00 -7.48 rotate -17.00 177.00 -4.00
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 5.15 -0.56 5.20 rotate 4.00 -92.00 81.00
$attachment "c4" "ValveBiped.Bip01_Spine2" 13.67 -3.55 0.95 rotate -29.00 65.00 22.00
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.20 -0.00 rotate -0.00 -0.00 -0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.20 0.00 rotate 0.00 0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" -0.00 -0.00 0.00 rotate -0.00 0.00 0.00
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0.00 1.22 -6.66 rotate -73.00 91.00 180.00

$includemodel "player/cs_player_shared.mdl"
$includemodel "player/ak_anims_ct.mdl"
$surfaceprop "flesh"
$eyeposition 0.000 0.000 150.000
$illumposition -0.305 -0.019 37.327
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000
$ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

$mass 60.0
$inertia 5.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine"

$jointconstrain "valvebiped.bip01_spine2" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit 0.00 0.00 0.00

$jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.01
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 122.00 0.01
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -122.00 50.00 0.01

$jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.01
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 28.00 0.01
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -100.00 59.00 0.01

$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.01
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 0.00 0.01

$jointconstrain "valvebiped.bip01_l_hand" x limit -68.00 68.00 0.01
$jointconstrain "valvebiped.bip01_l_hand" y limit -37.00 41.00 0.01
$jointconstrain "valvebiped.bip01_l_hand" z limit -44.00 70.00 0.01

$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 1.00 0.01

$jointconstrain "valvebiped.bip01_r_hand" x limit -75.00 93.00 0.01
$jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 32.00 0.01
$jointconstrain "valvebiped.bip01_r_hand" z limit -48.00 66.00 0.01

$jointconstrain "valvebiped.bip01_r_thigh" x limit -50.00 48.00 0.01
$jointconstrain "valvebiped.bip01_r_thigh" y limit -19.00 70.00 0.01
$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 73.00 0.01

$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 133.00 0.01

$jointconstrain "valvebiped.bip01_head1" x limit -61.00 61.00 0.01
$jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.01
$jointconstrain "valvebiped.bip01_head1" z limit -32.00 50.00 0.01

$jointconstrain "valvebiped.bip01_l_thigh" x limit -39.00 39.00 0.01
$jointconstrain "valvebiped.bip01_l_thigh" y limit -59.00 23.00 0.01
$jointconstrain "valvebiped.bip01_l_thigh" z limit -84.00 66.00 0.01

$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 131.00 0.01

$jointconstrain "valvebiped.bip01_l_foot" x limit -23.00 23.00 0.01
$jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 28.00 0.01
$jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 46.00 0.01

$jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.01
$jointconstrain "valvebiped.bip01_r_foot" y limit -23.00 23.00 0.01
$jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.01
}


Жирным выделены куски которые я заменял. Помле етого при обратной компимяции в mdl Компайлер ругался, что мол не может найти кость "ValveBiped.weapon_bone_Clip". Как я выяснил позже с помощью милкскейпа там вапше небыло вот етих косточек:

$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_Clip"
$bonemerge "ValveBiped.weapon_bone_RHand"
$bonemerge "ValveBiped.weapon_bone_LHand"


ну я не долго думая удалил из .qc файла строку:

$ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000

Модель скомпилилась, зароботала. Казалосьбы все, можно радоваться... ан нет. В игре как только модель попадает в поле зрения (при убийстве или после ввода "thirdperson") выкидывает с ошибкой память не "может быть read" и рантайм еррор. Я так думаю ето изза отсутствия етих самых четырех костей, они как я догадываюсь определяют местоположение оружия на модели игрока. Т.к. их нет вот меня и выкидывает с ошибками.

Че сделать подскажите, желательно бы подробно.
ууф.... вроде все :)

Добавлено спустя 8 минут 1 секунду:
Ааа... да, и еще. Я пытался в милкскейпе создать ети самые 4 кости, нопосле экспорта обратно в смд и последующей компиляции в мдл модель выглядит некорректно, вершины расползаются во все стороны, причем как бы я не экспортировал. Так выходит только после того, как я создаю кости.

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#2 Сообщение 21.11.2010, 14:17

You can eat shit and fucking die!

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