mdl " $ surfaceprop " flesh " $ contents " solid " $ eyeposition - 0. mdl " $ includemodel " player / taunt_animations. 00 $ includemodel " player / ct_animations. 40 $ attachment " facemask " " ValveBiped. 00 $ attachment " weapon_bone " " ValveBiped.
00 $ attachment " muzzle_flash " " ValveBiped. 44 $ attachment " defusekit " " ValveBiped. 48 $ attachment " eholster " " ValveBiped. 48 $ attachment " primary_mg " " ValveBiped.
i worked on it on and off in my free time and decided not to abandon this project, like i do most. Hey everyone this project has been Waaaaaay too long in the making cough about 6-7 months cough.
54 $ attachment " primary_shotgun " " ValveBiped. 3d download gmod heathermason model nude release sfm alan13 13alan13 garrysmod heather silenthill silenthill3 garrysmodheathermason. 54 $ attachment " primary_smg " " ValveBiped. 54 $ attachment " primary_sniper " " ValveBiped. 15 $ attachment " primary_rifle " " ValveBiped. 81 $ attachment " primary " " ValveBiped. 52 $ attachment " grenade4 " " ValveBiped. 32 $ attachment " grenade3 " " ValveBiped. 46 $ attachment " grenade2 " " ValveBiped. 96 $ attachment " grenade1 " " ValveBiped. 00 $ attachment " weapon_hand_R " " weapon_hand_R " 0 0 0 rotate 0 0 0 $ attachment " weapon_hand_L " " weapon_hand_L " 0 0 0 rotate 0 0 0 $ attachment " grenade0 " " ValveBiped. 00 $ attachment " mag_eject2 " " ValveBiped. 00 $ attachment " mag_eject " " ValveBiped. 000 $ skipboneinbbox $ attachment " forward " " ValveBiped. 00 $ opaque $ cdmaterials " models \ player \ natalya \ evangelion \ asuka \" $ hbox 3 " ValveBiped. $ cd " C :\ Source Stuff \ Modeling \ Player Models \ Evangelion \ asuka " $ modelname " player \ natalya \ evangelion \ asuka \ asuka - dress. You can usually get a physics model by decompiling a default model, but if you have to make your own you need to make it out of convex shapes and have them attached to the exact same skeleton that your reference model uses. When you make a model you have a weighted and textured reference.smd for the actual model, and then you also have a phymodel.smd for the collisions. The physics of the ragdoll are handled by a collision mesh. When a player dies, the hitboxes are no longer used, and the dead player model falls to the ground as a ragdoll. For Source games a vertex can be assigned to multiple joints. It is composed of UV-mapped faces whose vertices are assigned (weighted) to joints on the model's skeleton. For Valve: Source games this will take the form of a. The mesh is the body of the player model. However, if you aren't doing a simple re-skin you probably need to edit the hitboxes so that they match the new model's geometry more accurately. Player Model loaded in MilkShape 3D showing the mesh and its skeleton.
To get default hitboxes you can decompile a default model for the game you're working with and copy the code from the mdldecompiler.qc file. 1drv.$ hboxset " cstrike " $ hbox 3 " ValveBiped. You can download her from either of these links: (~0.99 Gb jeez, fatty lol) this is so they can be custom coloured using the Colour tool! (see last image) the nipple grafts do not work with the flexes if you want to scale the breasts with the nipple grafts, use bone tools. I also suggest the Enhanced Faceposer, to use the maximum amount of flexes she has available. and use the Easy Animation Tool to set her poses. Note: You will need the Easy Bonemerge Tool to put the clothes and hair on her. facial, breast, vaginal, anal, and belly flexes)