I restored the Polygons of The HD pack M4 again. It's better now.
V2 IS HERE!!! It's been 2 months And I thought to completelydo-over the m4 using the new mirroring technique and add actualRe-animations using IK. I've included both a regular and IK rigof the M4 model for animating and editing animations respectively.
You can use these for your mods and re-animations, as long as I am credited fairly for creating thepolygon-restored M4 V2.
specify the website when you type my username; I don't use the same one on all platforms.
Gamebanana: XPRT98│ │ModDB: cool_cid│ │Discord: Half-Dead│
Install Instructions
To have these in-game for either Half-Life, Opposing Force or Blue Shift:
Create a folder in "Steam\steamapps\common\Half-Life" called
GAMEFOLDER_addon (e.g valve_addon for HL1)
Inside create another folder called "models" then place the model you want In-game(for opfor or bshift make sure to delete the opfor/bshift part of the model name.)Ensure You have disabled Original Models as it's a HD pack weapon.
Modding Instructions
This Weapon has been created with Blender 4.0 with blender source toolsand is designed to Work with Blender 3.6 and Blender 4.0. Blender 4.1 asfar as I can recall breaks blender source tools due to shade smooth beingchanged. I cannot guarrantee any version of blender prior to 3.6 will workwith this.
I have provided a standard rig of the m4 in a .ʙʟᴇɴᴅ file.It has only one difference: the Bip01_L/R_Armbones have been unparentedto serve as IK bones. Keep this in mind when importing new animations.
I have also provided an inverse kinematics rig in a .ʙʟᴇɴᴅ file to usefor animation. Further below is an IK animation tutorial that I haveFound to be the best method for me using this rig. When animating withmy IK rig, make sure to ONLY animate the Weapon itself.
IK Animation Instructions
•Open the 𝗠𝟰_𝗜𝗞.𝗕𝗟𝗘𝗡𝗗•A system of child constraints already exist, but you can fine-tune it for yourself. Make it so in some way the L_Arm_bone & R_Arm_bone (the two IK bones) are moving in conjunction with the M4 bone.
•Animate the 𝗰𝗮𝗿𝗯𝗶𝗻𝗲 bone (location & rotation) and both IK bones should follow
•While in pose mode, click at the top-right pose → animation → bake animation Make sure you have "Visual Keying" & "clear constraints" enabled & "selected bones only" disabled. This automatically then animates the positions of all the other bones and removes constraints that'll affect the final export.
•Export the animation and after you do that hit CTRL + Z until you go before baking the animation to once-again reinstate all IK and Child-of constraints
In-game screenshot for the blind:
(buried)
why would you ever want this?
can this have actual screenshots attached?
as a modding resource? There's 2 whole paragraphs to help with that, the model is on the thumbnail unless you're blind to which I say I can't add brail to my description sorry. Try downloading the model and answering all of your questions before posting. I'll add an in-game screenshot just for you :)
bro really came here for attention and nothing else