I'm looking for help with my animated custom door prop

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
I looked at the tutorial Freyja posted about custom props and it sounded like making animated prop is much big of a deal than regular static prop.

But unfortunately, she isn't available so I am reaching out to you guys!
Someone who can create animated props.
I've got the model textured, rigged and animated so I need someone who can teach me how to compile the model.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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That depends on what program you made it in, since they all need their own export plugins.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
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ok so blender source tool can to these stuffs
  • One-click export and import
  • SMD and DMX
  • FBX enjoys limited support in studiomdl shipped with CS:GO update 1.34.8.4
  • Support for most Blender features
  • Export multiple objects to one file
  • Compile QCs automatically
  • Import complicated models by QC
What features should I use and what do I do next?
 

MaccyF

Notoriously Unreliable
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Mar 27, 2015
914
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Check out the link in my signature for general blender-> source workflow

for animated props add an armature to your model, and set up the bone rig. There's plenty of information about doing this correctly on the web. Animate your model with each desired sequence in a new action. Export as with a static prop, except export each action as a .smd as well. Edit the qc accordingly including

$sequence your_sequence_# "your_sequence_#.smd"
This might not be all the information you need, but this along with the VDC page Alligator linked above should be enough for you to work the rest out on your own :)
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
Check out the link in my signature for general blender-> source workflow

for animated props add an armature to your model, and set up the bone rig. There's plenty of information about doing this correctly on the web. Animate your model with each desired sequence in a new action. Export as with a static prop, except export each action as a .smd as well. Edit the qc accordingly including

$sequence your_sequence_# "your_sequence_#.smd"
This might not be all the information you need, but this along with the VDC page Alligator linked above should be enough for you to work the rest out on your own :)

so do I put $staticprop in the QC for the model? Doesn't this remove all the bones?
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
This gives me a bad QC $ command
I need help

$modelname "props_volcano\sliding_metaldoor\sliding_metaldoor_ref.mdl"

$bodygroup “Body”

{

studio “sliding_metaldoor_ref.smd”
}

$cdmaterials "models\props_volcano\sliding_metaldoor"

$surfaceprop "metal"

$sequence idle "idle.smd"{
fps 30
}

$sequence open "open.smd"{
fps 60
}


EDIT: This is the log from GUIstudiomdl


qdir: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\models\props_volcano\sliding_metaldoor\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
g_path: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\props_volcano\sliding_metaldoor\sliding_metaldoor_ref.qc"
Building binary model files...
Working on "sliding_metaldoor_ref.qc"
ERROR: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\models\props_volcano\sliding_metaldoor\sliding_metaldoor_ref.qc(1): - bad command $
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
at a glance, try changing idle and open to "idle" and "open"

i'm super busy atm and can't have a proper look, so heres a qc of a working animated prop, hopefully you can compare this to yours and find what's different :)

Code:
// Created by Crowbar 0.24.0.0

$modelname "props_gameplay\resupply_locker_corner.mdl"

$bodygroup "Body"
{
    studio "resupply_locker_corner_reference.smd"
}

$lod 20
{
    replacemodel "resupply_locker_corner_reference.smd" "resupply_locker_corner_reference_lod1.smd"
}
$lod 50
{
    replacemodel "resupply_locker_corner_reference.smd" "resupply_locker_corner_reference_lod2.smd"
}
$lod 70
{
    replacemodel "resupply_locker_corner_reference.smd" "resupply_locker_corner_reference_lod3.smd"
}


$cdmaterials "models\props_gameplay\"
$cdmaterials "models\items\"

$surfaceprop "metal"

$contents "solid"


// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "body" "" 0 0 0 1.570796 0 0 0 0 0 0 0 0
// $definebone "doorR" "body" 28.492493 57 15.783018 0 0 0 0 0 0 0 0 0
// $definebone "doorL" "body" -28.482231 57 15.783018 0 0 0 0 0 0 0 0 0




$sequence "idle" "resupply_locker_anims\idle.smd" {
    fps 30
}

$sequence "open" "resupply_locker_anims\open.smd" {
    fps 30
}

$sequence "close" "resupply_locker_anims\close.smd" {
    fps 30
}

$collisionmodel "resupply_locker_corner_physics.smd"
{
    $mass 111.5684
    $inertia 1
    $damping 0
    $rotdamping 0
    $concave

}
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
at a glance, try changing idle and open to "idle" and "open"

i'm super busy atm and can't have a proper look, so heres a qc of a working animated prop, hopefully you can compare this to yours and find what's different :)

Code:
// Created by Crowbar 0.24.0.0

$modelname "props_gameplay\resupply_locker_corner.mdl"

$bodygroup "Body"
{
    studio "resupply_locker_corner_reference.smd"
}

$lod 20
{
    replacemodel "resupply_locker_corner_reference.smd" "resupply_locker_corner_reference_lod1.smd"
}
$lod 50
{
    replacemodel "resupply_locker_corner_reference.smd" "resupply_locker_corner_reference_lod2.smd"
}
$lod 70
{
    replacemodel "resupply_locker_corner_reference.smd" "resupply_locker_corner_reference_lod3.smd"
}


$cdmaterials "models\props_gameplay\"
$cdmaterials "models\items\"

$surfaceprop "metal"

$contents "solid"


// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "body" "" 0 0 0 1.570796 0 0 0 0 0 0 0 0
// $definebone "doorR" "body" 28.492493 57 15.783018 0 0 0 0 0 0 0 0 0
// $definebone "doorL" "body" -28.482231 57 15.783018 0 0 0 0 0 0 0 0 0




$sequence "idle" "resupply_locker_anims\idle.smd" {
    fps 30
}

$sequence "open" "resupply_locker_anims\open.smd" {
    fps 30
}

$sequence "close" "resupply_locker_anims\close.smd" {
    fps 30
}

$collisionmodel "resupply_locker_corner_physics.smd"
{
    $mass 111.5684
    $inertia 1
    $damping 0
    $rotdamping 0
    $concave

}
Thank you but it still doesn't work
Here is the new version of my qc

$modelname "props_volcano\sliding_metaldoor\sliding_metaldoor_ref.mdl"
s
$bodygroup "Body"
{
studio "sliding_metaldoor_ref.smd”
}

$lod 20
{
replacemodel "sliding_metaldoor_ref.smd" "sliding_metaldoor_ref.smd"
}

$cdmaterials "models\props_volcano\sliding_metaldoor"

$surfaceprop "metal"

$sequence "idle" "idle.smd"{
fps 30
}

$sequence "open" "open.smd"{
fps 60
}
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
Thank you but it still doesn't work
Here is the new version of my qc

$modelname "props_volcano\sliding_metaldoor\sliding_metaldoor_ref.mdl"
s
$bodygroup "Body"
{
studio "sliding_metaldoor_ref.smd”
}

$lod 20
{
replacemodel "sliding_metaldoor_ref.smd" "sliding_metaldoor_ref.smd"
}

$cdmaterials "models\props_volcano\sliding_metaldoor"

$surfaceprop "metal"

$sequence "idle" "idle.smd"{
fps 30
}

$sequence "open" "open.smd"{
fps 60
}

you have a sneaky little "s" there on the third line, take that out and give it another try
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
I thought the problem was that it does not have lod.
It seems not
LOD's are completely optional.

Thats how the very bare minimum qc can be:
Code:
$modelname    "props_sdk\myfirstmodel.mdl"
$body mybody    "myfirstmodel-ref.smd"

$cdmaterials    "models\props_sdk"

$sequence idle    "myfirstmodel-ref.smd"
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
I still dont get it.
I reduced the whole thing down to this but still does not work.

Code:
$modelname "props_volcano\sliding_metaldoor.mdl"

$body mybody "sliding_metaldoor_ref.smd”

$cdmaterials "models\props_volcano"

$sequence idle "sliding_metaldoor_ref.smd"

$sequence open "open.smd"

EDIT:
These are the contents inside tf\models\props_volcano
Code:
open.smd
sliding_metaldoor_ref.qc
sliding_metaldoor_ref.smd
sliding_metaldoor_ref_texture.vmt
sliding_metaldoor_ref_texture.vtf