How to Make a Garry's Mod Playermodel (Pt. 3) | .qc Editing

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now is for the QC file editing okay open that up with notepad plus plus this is the template QC that I have included for you what you're going to want to do is you are going to want to replace the your name character name and your model entries with those entries so in this case I'm Tim bullweeb so I will name this double wave Destiny underscore Anna and the actual model name itself will be Anna underscore player model dot model so once this is done compiling our model using the QC file uh this is the final name of the model file so what a QC file is is it's essentially a text file that crowbar will read which is the other program that you downloaded and it's essentially just a set of instructions for the computer and it's telling the computer what we want it to do with all of our various pieces of models since our character has a face and since we gave our character facial flexes there is this entry right here which has to do with all of that so right here you can name this the same thing as your model if you want uh it can be whatever you want though it doesn't actually really matter I always try to avoid spaces as much as possible though because computers typically don't like spaces so I'll just name this Anna underscore player model sometimes it doesn't like it when you name things the same thing and I don't know if that's affected in the same way or not models head dot SMD so are in our case it's Anna underscore head so Anna underscore head and you're essentially pointing the computer at this file right here and you're telling it that this is the face and the VTA file with the same name is the actual flexes that we made so uh Anna had SMD and then you're telling it to attach the VTA which is the flex the flexes that we made uh this is where you input the name of the VTA so name that the name of your head VTA so in this case it's Anna had VTA which I will copy the name of and just paste it this name is so short that you don't really have to copy and paste but if you want to be sure that you don't accidentally typo it then clicking on the file name clicking rename and then Ctrl C to copy it and Ctrl V to paste is just a good way to make sure you don't accidentally typo something when you're working on the QC file if you created all your Flexes in the same order that is listed here you don't have to do anything else for the VTA section of the QC file but if you have less flexes than what I made and if they're named differently you need to change these accordingly but if you have less than that you're going to delete however many you don't have and then rename the ones that you do to the names that you used within blender for those flexes so you would just go to your head you would go to shape keys and you would just look at all of these flexes that you've made type them in in the same order that they are here within here and make sure that each one is numbered in the correct order so starting with the default Flex being frame zero it default Flex does not have to be named basis uh just leave it at default Flex even though that's not what it's called in blender it needs to stay that way for the source engine in my case I have created nine flexes so I'm going to undo the deletion and I'm going to only delete enough that there are nine left like that and I also did them in a little bit of a different order than I usually do because I put blink first so we're going to put a space we're going to copy this one right here and we're going to paste we're going to rename this to Blink and we're going to change the other ones to reflect the change because now we have frame one frame one and then two three four five six seven eight nine and it needs to be in order so it changes to two change this to three change this to four Once you have all your flexes defined properly in the VTA section like that now pretty much going to do the same thing for Flex controller um and then you're gonna do the same thing for these I'm going to delete all the flex controllers except for the ones that I did and I'm going to name them appropriately all right so that's that okay and now we get to body groups this part is also optional this is only if you exported your model in separate pieces like we did here you're gonna go down here and there's going to be body groups this is where we are going to point the program at our separate pieces first entry for body is already here but it's pointing to a file just called body which we don't have because our name is Anna underscore body I copy that and we're going to change it like that this is the body group name and this is the name of the actual file actual body group name can be named anything this is just the name that shows up in Gmod when you right click on a model and click body groups and since this is her body and we don't want to have the ability to disable her whole body just the command studio and then the name of the file but here is an example of an actual toggleable bit which is the same thing but after the command studio and the file name there is another entry that just says blank so by putting that below the First Command that enables you to be able to disable this specific body group in game so um we will name this belt find her belt file name and change it here and there we go so now once we have her in the game you will be able to disable the belt so we're going to copy this entry and we're gonna paste it again and we're going to make an entry for her Cape now so we're going to change this to Cape and then change the file name to Cape SMD do it again we're going to copy the body group entry and do it for all the rest of the pieces and there we go so now we have toggleable body groups for all her extra bits except her head which is defined up here do not make a body group segment or a body group entry for the head unless you don't have face posing because that's already defined up here so it doesn't need to be pointed to Again by a body group command all right right below that there is the surface prop command which just defines uh how the game treats the character um when it comes to things like impact particles so like if you get shot it's currently set to metal which means that if this character gets shot Sparks will emit from it so we're going to change this to flesh because um she's human not a robot uh you can ignore these commands you can ignore these commands for now um and this right here is the next thing that you're going to pay attention to that is very very important this defines what folder the game is going to look in for the materials so if you get this wrong your character is going to be the infamous purple checkerboard missing texture you need to set up what you want the name of the folder to be so in this case I want it to be models the first part always has to be modeled so keep that models and then change your name it's a little wibs character name materials I'll just name this Destiny underscore Anna so it will look in the folder materials models Temple waves Destiny Anna materials which is the first folder is assumed by the engine so it's not listed here but uh I will show you how to make this actual folder once we're done uh editing the QC file okay so these two uh entries you can ignore the next thing that we're going to focus on is the jiggle bone entries this is currently set for hair these are settings that I use for hair typically so we are going to set these to the names of the bones that we made for her hair so we're going to go to post mode and we're just going to click on the first hair bone and go to Bone and it is called hair underscore frontal one so we're going to copy that and we're just going to replace this bone name with that there we go and we're going to do that for the rest of the hair bones until we run out okay so those are the only hair bones we have on this model there are a lot more hair bones that are listed here but we don't have any more hair bones so we're gonna actually turn those into the entries for our Cape bones so we're going to do the same thing we're just going to name them uh after the cape bones so we're just going to go to the first one that we haven't changed yet which is right here and we're going to name it cape underscore01 and so on until we run out again but these are still using the settings for hair so it's probably going to look weird we could uh compile it with these settings and it might turn out okay but chances are it's going to look a little bit weird because these are the parameters that I typically use for hair not for cloth um okay so in here is my settings for uh the cape from my 801 model Port which I guess I'll include these uh settings in a file somewhere in the template zip for you as well okay so I'm back here and I'm gonna go to the cape settings for the first Cape bone and I'm just going to highlight it and Ctrl V to replace it with the cape settings and since those are all of the physics or jiggle bones in our character we can just select all the other ones that are here and delete them because we don't need them if you're someone who skipped through the jiggle bone segments and facial flexes segments to this part of the video if you do not have facial flexes you are going to need to erase this whole entire thing right here and you're just going to erase it and then you're going to copy one of the top body group entry here paste it and then just name this to head and then point this at the head SMD that you have exported because otherwise if you leave it the way it is and just rename this part but leave all the flex file stuff it's going to get confused because if your character doesn't have a flex file uh it it won't compile and if you also skipped the jiggle bones you're going to want to just backspace all the jiggle bone settings from the QC as well because the same thing will happen if you don't okay so the next thing that we're going to do is the defined bones so we are going to go to Crowbar and then go to compile and um under output we're going to change this to work folder and then we're going to browse and we're going to go to our proportion fret compile folder that we just made output and then choose that and now under QC input make sure it's set to file and then click browse and then we're going to go back to our proportion trick compile folder and choose pmcompile.qc you can rename this uh to whatever you want and then under here a game that has the model compiler we're going to set this to Gary's Mod now you're going to check Define bones and then you're going to click right qci file and now you're just going to click compile the find bones all right there we go and we can close this go back to our proportion trick compile folder and there will be a new file called the find bones qci so open that up with notepad plus plus and here we have this gigantic list of bone names and their coordinates so we're just going to select all of it and copy them back to our main QC file and we're going to go to the section that says Define bones go here I'm going to erase it and then Ctrl V and there we go we have the defined bones setup it's necessary for whatever reason next you're going to want to go down here to uh these and as the instructions say you're going to rename these to mail if your character is male or just leave it at as the way it is because it's all set to female right now so I'm going to leave it at female but down here and include model it's all set to female as well so you're also going to need to change all the F's to M's you can just get rid of the Alex underscore animation inputs as well the next thing that you're going to want to pay attention to are these two settings which dictate as it says hi how high the foot is off the ground right now it's set to 0.2 we're going to compile with this specific setting the way it is just to see if it works out but sometimes your character's feet might be going through the ground or they might be too high above the ground and in that case you have to come back here adjust these numbers for each foot and then recompile your model you can leave everything else here the way it is uh including the Ragdoll settings uh under Collision joints there's these settings uh with joint constraints that basically tell the game the max rotation settings for each bone so in other words how far a joint can bend or move in each Direction until it stops these are the default settings that I use for all of my models but if you want more freedom with fizz gun physics gun posing you can actually make your own constraint uh your own joint constraints and you can essentially make it so that each joint has unlimited rotation which looks terrible but I guess it's better for posing but yeah if you don't want to mess with that you could just leave it at default probably do like an extra segment later on that shows how to adjust those okay so now that we're done editing our QC file the next thing we have to do is the physics Collision model foreign [Music]
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Channel: Deadwater 2nd Channel
Views: 11,244
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Keywords: How to Make a Garry's Mod Playermodel (Pt. 3) | .qc Editing, face posing, eye posing, jigglebones, bodygroups, ragdoll, idle blinking animations, BlueFlyTrap's pseudo-PBR materials, proportion trick, rig, rigging, c arms, v arms, viewmodel arms, c hands, first person hands, custom arms, How to Make a Garry's Mod Playermodel: Setting Up
Id: 3hCY191AK4I
Channel Id: undefined
Length: 16min 11sec (971 seconds)
Published: Sat Aug 12 2023
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