I wasn't exactly sure where to post this question, but I'm running into some issues.
Before this "Steam Workshop" thing, I created some models (hats) for Team Fortress 2. I rigged it to the bip_head (or whatever the bone is called) and when I compiled them using the old, lengthy and crappy way, I would test the item in game with no problems what so ever!
Now, I'm trying to resubmit them to the Steam Workshop. I can't seem to figure out how to do this... When I compile it through the Source SDK, my hat is no longer placed where it should be. I've tried a few things, exporting just the hat, exporting the hat and the bone from 3dsmax 2010, I've tried placing it on the "busts" that valve released with the steam workshop, I've tried checking and unchecking the "auto-skin to bip_head" button... Nothing seems to work. My hat is either 10 feet above the characters head, or it's in a somewhat normal spot but rotated around in absurd ways.
So I guess It's either a question of how can I fix this problem OR for the few of you that have submitted via steam workshop, how did you do the rigging?
Thanks, this is driving me crazy!
Replies
Nope, it's never in the right spot.
Has anyone rigged a hat with the new compiler?!
I had the same problem. In 3ds max I imported in one of those heads Valve is sharing now. Then I rotated the head and helmet 180 degrees and exported. Then just the new compiler procedure.
Hope it helps!
See, that helped because now it's on his face (it's a mask) instead of coming out of the back of his skull - but it's still not lining up right. It's position is off still!
Do I need to make sure that the engi bust is positioned at 0,0,0? I mean, even then it doesn't work but it's the closest...
This is straight frustrate.
That was a nice idea, but didn't seem to fix it. This is so strange...