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TF2 Model compiling issue with Maya 2011

Hi, I've been working with Maya 2011 to create custom character and weapon models, but I've discovered a serious problem. Basically, my models compile with no bones, no matter what I do or specify. Originally, I kept getting a "Can't find weapon_bone for bbox" issue, but that was resolved when I found out that I can stop the bbox error by removing the $hbox and $hboxset from my QC, which forces the compiler to auto create the $hbox parameters. Here is my current .QC:

$cd "C\Users\user\Desktop\tf2_stuff\model_sources "
$modelname "weapons/c_models/c_sledgehammer/c_sledgehammer.mdl"
$model "Body" "c_banhammer.smd"
$cdmaterials "models\"
// Model uses material "models\c_sledgehammer.vmt"
$surfaceprop "metal"
$illumposition 2.497 0.125 11.305
$sequence idle "c_banhammer_idle" fps 30.00
$collisionmodel "phymodel.smd" {

$mass 5.1
$inertia 1.00
$damping 0.00
$rotdamping 4.00
}

This compiles, but the model acts like it has no bones, when the weapon_bone is tied to every vertex (I've checked numerous times). No matter what parameters I add or remove, this model refuses to connect to the pyro's hands, and instead looks like this:

http://dl.dropbox.com/u/3625704/error.JPG

(Ignore the missing texture, I just havent created the VMT and VTF yet.)

I believe that the head of the hammer is now facing behind the pyro after I fixed the $hbox error, but it is the same otherwise. It appears that the bone is either gone, or frozen to the origin for some reason. I created the single bone, named it weapon_bone, smooth bound it to the model (every vertex), and then fixed the membership so that both the bone and the model were active members on the "reference" layer. I even tried it without the bone on the reference layer, but there was no difference.

I would really appreciate it if someone could help, as I have yet to find anything about this on google.
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