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Auto-Rigger v1.9 for Biped Models

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Description

This script is used to help with creating simple ik rig.py files for biped models. this script only supports 1-4 spine bones.

About foot roll:

this video demonstrate what the foot roll option does:

(https://www.youtube.com/watch?v=VsaUFuTx7_E)

The foot roll option is only usable if the model has toe bones. as for the axis select your models foot bone in the window and switch to rotation. You should see three colored lines red =' x', blue = 'z' and green ='y'. Pick the one that lines up with the foot and toe. Make sure the rotation mode is set to local so you don’t make a mistake. This feature is experimental and may not work on all models. if the axis doesn’t line up right with the foot and toe then most likely it won’t work.


you should place the file in either C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\platform\scripts\sfm\animset or C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\workshop\scripts\sfm\animset

This ik rig only works when the model has a pelvis, head, neck, upper leg, lower leg, foot, upper arm, lower arm and hand bones.

-------how to use --------------

  1. Right click on the model animation set and go to rig->click on Auto Rigger
  2. After the window pops up first select the number of spine bones your model has
  3. Then go though each drop menu option and match the right bone names
  4. Once done, click create script and the rig.py should be created and should be listed in the animation set rig option.

The script file will be saved to this path "game\platform\scripts\sfm\animset\rig_model name.py"

Steam workshop page

feel free to modify the script for your own use if you find any bugs or have suggestions message me.


Filename Downloads Created Filesize
Files
Auto-Rig_v1.2.py
🇳🇱 EU Download
🇨🇦 NA Download
95 2016-01-31 130.88 KB
Auto-Rig_v1.3.py
🇳🇱 EU Download
🇨🇦 NA Download
58 2016-01-31 138.25 KB
Auto-Rig_v1_hVyesQR.py
🇳🇱 EU Download
🇨🇦 NA Download
64 2016-01-31 99.94 KB
Auto-Rig_v1.py
🇳🇱 EU Download
🇨🇦 NA Download
54 2016-01-31 99.42 KB
Auto-Rig_v1.5.py
🇳🇱 EU Download
🇨🇦 NA Download
67 2016-01-31 73.56 KB
Auto-Rigger.py
🇳🇱 EU Download
🇨🇦 NA Download
56 2016-01-31 74.05 KB
Auto-Rigger_S7byHUj.py
🇳🇱 EU Download
🇨🇦 NA Download
56 2016-01-31 74.05 KB
Auto-Rigger_m5yabEq.py
🇳🇱 EU Download
🇨🇦 NA Download
66 2016-01-31 74.05 KB
auto-rigger.py
🇳🇱 EU Download
🇨🇦 NA Download
124 2017-05-20 103.22 KB
Auto-Rigger_RaN40w2.py
🇳🇱 EU Download
🇨🇦 NA Download
58 2017-05-16 100.78 KB
Auto-Rig_v1.4.py
🇳🇱 EU Download
🇨🇦 NA Download
66 2016-01-31 240.51 KB
auto-rig_v1.6.py
🇳🇱 EU Download
🇨🇦 NA Download
94 2016-01-31 75.24 KB
Auto-Rigger_nLUyQny.py
🇳🇱 EU Download
🇨🇦 NA Download
56 2016-05-21 119.28 KB
Auto-Rigger_CB2S5i4.py
🇳🇱 EU Download
🇨🇦 NA Download
83 2016-06-20 119.55 KB
Previews
984.JPG
🇳🇱 EU Download
🇨🇦 NA Download
60 2020-03-01 120.76 KB
Capture_DqwW5D7.JPG
🇳🇱 EU Download
🇨🇦 NA Download
57 2020-03-11 70.86 KB
Thumbnail image for Auto-Rigger v1.9 for Biped Models

Comments

Here? http://puu.sh/hVGky/4aa4c5c2e1.jpg
Reply • May 21, 2015, 8:35 p.m. -  SzotyMAG
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@SzotyMAG, where did you place the script file?
Reply • May 20, 2015, 5:19 p.m. -  msu355
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Files here - SourceFilmmaker\game\platform\scripts\sfm\animset
Reply • May 20, 2015, 9:20 p.m. -  jontbrutal
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Thank you for this man, it works perfectly and makes things so much easier.Gaben bless you! ^^
Reply • May 22, 2015, 1:29 p.m. -  ClockworkBeast
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Here [http://puu.sh/hVBVr/512d6f3b3c.jpg](http://puu.sh/hVBVr/512d6f3b3c.jpg) [http://puu.sh/hVBXx/0e32cf0315.png](http://puu.sh/hVBXx/0e32cf0315.png)
Reply • May 21, 2015, 7:37 p.m. -  SzotyMAG
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@SzotyMAG, ok i think i found the problem right click the animation set go to show in element view->model then add the an underscore "_" after the name. usually the name always follows the format "name_gamemodel". let me know if it works.
Reply • May 21, 2015, 8:28 p.m. -  msu355
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Wow, thank you so much for this. Just tried it with a Lara Croft model and it worked! Makes it so much easier.
Reply • May 21, 2015, 12:44 a.m. -  Varris
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Brilliant!
Reply • July 11, 2015, 10:11 p.m. -  gshawn
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EDIT: IT WORKED! Thank you so much, you're an awesome person, [have a Pugna thumbs up](http://puu.sh/hVHeS/55e5f6c5a6.jpg)
Reply • May 21, 2015, 8:47 p.m. -  SzotyMAG
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this is actually really cool
Reply • May 21, 2015, 1:17 a.m. -  nur1red
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What a god send!
Reply • May 23, 2015, 1:37 a.m. -  ironpigeon
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@msu355 I placed it next to other working scipts I know they work, but then deleted that and downloaded it from the Steam Workshop, but it still doesn't work
Reply • May 21, 2015, 1:47 p.m. -  SzotyMAG
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@SzotyMAG, OK i want you to go to the console tab clear it then use the script as you would normally and tell me if any errors show up in the console.
Reply • May 21, 2015, 3:24 p.m. -  msu355
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Awesome, thanks for this
Reply • May 27, 2015, 7:48 p.m. -  ohgodzilla
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Please add some feature that disable "toes" or "feet" rig,because some model doesn't have foot/toes bone... And Thanks for this magnificent script... Most helpful script...
Reply • June 1, 2015, 9:11 p.m. -  juliojakers
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@juliojakers, this script already lets you disable toe bones
Reply • June 1, 2015, 11:30 p.m. -  msu355
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1) Right-Click the model in the Animation Set Editor 2) Go to Rig in the context menu. 3) Find this tool in the list of scripts that appear.
Reply • June 19, 2015, 1:21 p.m. -  xigva
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Am I the only one having trouble with this version? Like, a rig created by 1.4 just won't do anything. I went back to auto-rigger 1.3, which seems to work every time for me.
Reply • June 29, 2015, 6:46 p.m. -  Meccanica
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a huge thank you for this
Reply • July 5, 2015, 12:19 a.m. -  Spooks
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Are there certain types of models that it does not work with? I set it up on a model, and it attached fine (got the long lines going along each limb), but it behaves like normal bones instead of an IK. Any ideas? :) [Image](http://imgur.com/LaBE8Gz)
Reply • July 11, 2015, 11:24 p.m. -  Penguinchao
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@Penguinchao, most likely you assigned the wrong bone. do you have a link to the model?
Reply • July 12, 2015, 4:45 a.m. -  msu355
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Amazing tool! Thank you so much, this makes so many things so much easier!
Reply • July 26, 2015, 8 p.m. -  Genomir
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@sunny710, uncheck toe bones, pick valvebiped_bip01_neck1 for neck, switch what is selected in bonecollarl and bonecollarr with each other. and make footL the same as lowerlegL. this may not work right because your model doesn't seem to have a left foot bone.
Reply • Oct. 10, 2015, 8:55 p.m. -  msu355
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@msu355, ah I didn't notice that I selected the wrong options, thx for the replay, it works pretty well now :D
Reply • Oct. 11, 2015, 6:06 a.m. -  sunny710
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Can anyone tell me how do I rig this model ? http://i.imgur.com/GMKcKOA.png
Reply • Oct. 10, 2015, 3:39 p.m. -  sunny710
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absolutely great stuff, thx for sharing!
Reply • May 21, 2016, 12:29 p.m. -  eazygoing
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Will this replace the previous rigger or do we have to delete it
Reply • May 22, 2016, 1:14 a.m. -  DarkRoxas
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hopefully this fixes where my model cant move their arms when i auto rig them, never seen the leg rolling before, but thanks for makin this program, its really helpful for everything lower body.
Reply • May 21, 2016, 1:29 a.m. -  kyo
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Oh god, the thought of a 1spine, why would anyone want to do that to themselves.
Reply • May 21, 2016, 3:03 a.m. -  MissSonicBoom
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weird, i made a rig with this updated version, and it didnt work on an xps model, but i loaded that same script i made with the old version, and it worked fine. also, i translated every bone on an mmd model, tried rigging, and it doesnt work still. any way there will ever be support for mmd models? dunno why it doesnt work when i assigned every bone just fine.
Reply • May 25, 2016, 9:17 a.m. -  kyo
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@misssonicboom i had a model converted that only has one spine, there was a time i needed it, so its helpful for me. only problem is i forgot which model it was.
Reply • May 21, 2016, 7:21 a.m. -  kyo
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i cant get this to work with any model. they have the required bones, everything is matched up, i create rig, apply it, and none of the bones work.
Reply • May 23, 2016, 2:29 p.m. -  beelzebub
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Hi amazing tool thank you for your great work ;) One question plz it is possible to add an option for the rig with two necks plz? thanks!
Reply • May 25, 2016, 10:47 p.m. -  lapinedours
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@DarkRoxas,this will replace the previous version.
Reply • May 28, 2016, 9:36 p.m. -  msu355
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@beelzebub, could you give me a link to the models to see whats wrong?
Reply • May 28, 2016, 9:37 p.m. -  msu355
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@kyo,could you link me to that xps model that didn't work in this version. also most mmd models dont work because the limb bones are not parented right. the ik in sfm only works if the limbs have the 3 main bones parented to each one after another. the only way to fix it is to recompile the model with the bones fixed.
Reply • May 28, 2016, 10:20 p.m. -  msu355
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@lapinedours, I'll add it in the next version
Reply • May 28, 2016, 10:21 p.m. -  msu355
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@msu355 sorry, i completely forgot which model it was. so what do i do to the models bones then? some of them even had more bones that xps models that connected their bodies better, and they didnt work. i even have a terribly rigged model that i gave 1 spine, and even that worked, but mmd's translated ones didnt. thanks for the help.
Reply • June 2, 2016, 8:49 p.m. -  kyo
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Thanks, it appears to be working now. What was the cause for it to behave that way, and how long has it been like that? lol
Reply • June 20, 2016, 7:36 p.m. -  RedHandJob
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@RedHandJob, it was from the last time i updated it, a month ago, it seems that that i forgot to add two lines of code back in when adding the spine one option.
Reply • June 20, 2016, 7:46 p.m. -  msu355
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@RedHandJob, 'SourceFilmmaker\game\platform\scripts\sfm\animset' is fine so is "SourceFilmmaker\game\workshop\scripts\sfm\animset"
Reply • June 20, 2016, 5:19 p.m. -  msu355
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@RedHandJob, thanks for telling me, i just updated it, check to see if it works.
Reply • June 20, 2016, 7:13 p.m. -  msu355
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I placed the Auto-Rigger file in 'SourceFilmmaker\game\platform\scripts\sfm\animset' and the SFM script created a new rig for me in the same location as the Auto-Rigger file. However, after restarting SFM and applying the newly created rig to the model, I wasn't able to move the pelvis or the other rig_bones. The model just remains in place. Things like rootTransform and unrigged bones still work, but not exactly behaving like a typical IK-Rig. Tested with the following file: https://sfmlab.com/item/1202/ I made sure to match up the japanese bones with their correct counterparts. Tried with and without foot roll.
Reply • June 20, 2016, 6:32 p.m. -  RedHandJob
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I install all my custom models into the **'SourceFilmmaker\game\CustomModelName'** directory instead of the **usermod** folder, then I use the **Source SDK** to activate individual mods. How should I go about installing the auto rigger? Should I place the **Auto-Rigger_nLUyQny.py** into this directory: **'SourceFilmmaker\game\AutoRigger\scripts\sfm\animset'** or into the directory you mentioned above: **'SourceFilmmaker\game\platform\scripts\sfm\animset'** What would be the best setup for people who don't use the usermod folder to install their models/addons? Also, not sure if it matters, I don't use Steam Workshop.
Reply • June 20, 2016, 3:12 p.m. -  RedHandJob
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@RedHandJob, yes and yes
Reply • June 21, 2016, 1:14 p.m. -  msu355
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Is it safe to switch between IK-Rigs multiple times? Anything I should be aware of? Some models I've downloaded come included with an optimized IK-Rig but may not have the footroll option. Should I just stick with the Auto-Rigged IK-Rig, or will I be missing anything important from the original author's IK-Rig? Thanks again.
Reply • June 25, 2016, 4:42 p.m. -  RedHandJob
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Thank you. Do you have a script that can allow bones on a cape/clothing or hair to react to gravity, or is that something only a 3rd party 3d software can incorporate?
Reply • June 21, 2016, 2:40 p.m. -  RedHandJob
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@RedHandJob, you could try sfmphys: https://github.com/ClintonM0/sfmphys it adds physics simulation to models. how to use: https://www.youtube.com/watch?v=tHfEP0UVkzQ
Reply • June 21, 2016, 3:30 p.m. -  msu355
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Can you make one for Garry's Mod ? It would be awesome !
Reply • June 21, 2016, 9:10 p.m. -  Nogitsu
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i have a few models that do work with auto rigger, but both hands dont move at all, any way to fix, or is it a bug?
Reply • June 21, 2016, 8:46 p.m. -  kyo
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@nogitsu Garry's Mod doesn't have IK rigging support.
Reply • June 22, 2016, 10:39 a.m. -  null
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@RedHandJob, it should be fine to switch but you should just pick one rig to use, you should just use this script, unless the original author's IK-Rig has extra bits that's not in this script.
Reply • June 26, 2016, 12:55 a.m. -  msu355
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@msu355 Would it be possible to make it work with IK-Rigs that weren't created via Auto-Rigger? Another question, is it necessary to create a new SFM session when using Auto-Rigger? Thank you again for answering these questions.
Reply • June 27, 2016, 9:04 p.m. -  RedHandJob
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@RedHandJob,no because its hard to know the structure of unknown IK-Rigs and no its not necessary, just make sure the model doesn't have a rig already loaded before using the script.
Reply • June 27, 2016, 9:22 p.m. -  msu355
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Above the '**Create Script**' button, there is a '**Load Rig Script**' button. Can you explain how to use it? I have a few models that don't have a footroll option, will I be able to load their original IK-Rigs into Auto-Rigger and then add footroll? I tried to load the original IK-Rig for this model(https://sfmlab.com/item/436/), but I don't see the bones updating in the Auto-Rigger menu. Is the button broken or am I using this incorrectly?
Reply • June 27, 2016, 7:15 p.m. -  RedHandJob
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@RedHandJob, the 'Load Rig Script' button just updates the bones selectors to that in a rig script file. it only works if the file was made from the Auto-Rigger v1.5 or above.
Reply • June 27, 2016, 8:21 p.m. -  msu355
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just thought I should mention, with autorigger, hands and feet need to have a straight bone line to the collar/thigh, so if you imported from say DAZ and you have a forarm twist, and elbow bend, your parent line can't go into the forearm twist, has to have a line going, hand, elbow, collar, with no parent lines in between
Reply • July 2, 2016, 5:19 p.m. -  MisterE
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Well in my case this not works with my created model, but..... its 100% necessary than all bones have the Valve's names for default? Like : ValveViped.Arm.L or something like this ? I tested this Autorig with others models and yes... it works and fine, but with mine not :(
Reply • July 2, 2016, 9:56 p.m. -  MaestroShiranui
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I keep forgetting to ask this question, how strict is SFM about the location of the rig_model.py files? Is it possible to load a rig file located outside of the SFM directory (My Documents folder)? If I were to remove a rig file that is currently being used by a model in a SFM project, will SFM alert me and give me a chance to provide the new location of the rig file? Also, after the rig file is created, is it safe to rename it, or will that require some editing within the .py file? For footroll: > This feature is experimental and may not work on all models. if the axis doesn’t line up right with the foot and toe then most likely it won’t work. Have you encountered any models that have foot-toe lined up correctly but footroll function not working as intended? If so, what factors could cause that, or is the only factor the alignment of the foot axis with the toe? I'm currently testing this model - https://sfmlab.com/item/140/ but the footroll is not acting the way I expected. It maybe something related to the way the shoe was designed.
Reply • July 18, 2016, 4:54 a.m. -  RedHandJob
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@RedHandJob, no SFM is not strict about the location of the rig_model.py files. once you load a rig file sfm stops using it, meaning SFM wont alert you if its change. you can rename the .py file whatever you want. As for that footroll problem with that model open up the rig file go to line 73 and make the 1 negative "rotationAxis = vs.Vector( 0, 0, -1 )"
Reply • July 18, 2016, 3:06 p.m. -  msu355
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@RedHandJob,they most likely will have to edit that line themselves for now. the next version i'll add an option for negative values.
Reply • July 19, 2016, 2:25 a.m. -  msu355
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> As for that footroll problem with that model open up the rig file go to line 73 and make the 1 negative "rotationAxis = vs.Vector( 0, 0, -1 )" Thank you, that worked. For other Auto-Rigger users who may come across a similar problem, will there be a way for them to easily identify and fix the problem themselves within the Auto-Rigger menu, or will it only require editing that line in the .py file as you suggested above?
Reply • July 18, 2016, 8:08 p.m. -  RedHandJob
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@Ruleram, Yes, you can edit it to work with 2 bones, just comment out lines 120-122 with the number sign #, and then replace the 3 on lines 1677 and 1684 with a 2. it should work then.
Reply • July 27, 2016, 1:21 a.m. -  msu355
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Hey there! Nice work! Could finally create a basic rig for a custom model, no matter the fact that I'm newbie with SFM. Ty for it! One question. When trying to rig fingers, it gives me a error saying "the number of bones in each finger group needs to be divisible by 3". My custom model uses 2 bones for each finger, am I right in assuming it needs 3 for the script to work? If that's the case, any workaround for it? Maybe editing the auto-rigger script?
Reply • July 26, 2016, 9:53 p.m. -  Ruleram
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Sure, is there a file upload site I can use that doesn't require registration?
Reply • Aug. 10, 2016, 4:35 a.m. -  RedHandJob
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make sure that the "elif" on line 72 is lined up with the other ones and do the same for "rotationAxis" on line 73
Reply • Aug. 10, 2016, 3:56 a.m. -  msu355
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This is what I have: ![enter image description here](https://i.imgur.com/R1wN7of.png "enter image title here") ![enter image description here](https://i.imgur.com/YCBAfMl.png "enter image title here")
Reply • Aug. 10, 2016, 4:07 a.m. -  RedHandJob
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can you send me the rig file?
Reply • Aug. 10, 2016, 4:09 a.m. -  msu355
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http://wikisend.com/download/203094/rig_nemesis.py
Reply • Aug. 10, 2016, 4:54 a.m. -  msu355
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Thanks, that worked. Any idea what the problem was?
Reply • Aug. 10, 2016, 5:15 a.m. -  RedHandJob
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I came across 1 model that had footroll working correctly only on the left foot. I tried doing the negative value thing from before but that breaks the left footroll and fixes the right footroll. I was using the Nemesis model from here: https://sfmlab.com/item/736/ I didn't notice anything strange about the model's skeleton. If you need to analyse my created ik-rig.py, let me know which file hosting site to upload it to. Thanks again for making this tool.
Reply • Aug. 10, 2016, 12:31 a.m. -  RedHandJob
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How about this? http://wikisend.com/download/638500/rig_nemesis.py
Reply • Aug. 10, 2016, 4:46 a.m. -  RedHandJob
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@RedHandJob, from what you said it seems the models foot bones axis are not facing the same way. open up the rig file go to lines 70 & 71 and copy both lines and past right after 71. now add a negative to the "y" and the 1 you just copied. should look like this: if (footroll=="x"): rotationAxis = vs.Vector( 1, 0, 0 ) elif (footroll=="y"): rotationAxis = vs.Vector( 0, 1, 0 ) elif (footroll=="-y"): rotationAxis = vs.Vector( 0, -1, 0 ) elif (footroll=="z"): rotationAxis = vs.Vector( 0, 0, 1 ) else: return None now go to line 550. you should see two variables 'footRollIkTargetR' & 'footRollIkTargetL'. at the end of both lines replace "footroll" with "-y" for the right foot and "y" for the left.(with quotes) then it should work for both now.
Reply • Aug. 10, 2016, 1:38 a.m. -  msu355
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@RedHandJob, does an error show up in the console?
Reply • Aug. 10, 2016, 3:22 a.m. -  msu355
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I did the following but now I can't attach the rig to model: > footRollDefault = 0.5 > if (footroll=="x"): > rotationAxis = vs.Vector( 1, 0, 0 ) > elif (footroll=="y"): > rotationAxis = vs.Vector( 0, 1, 0 ) > elif (footroll=="-y"): > rotationAxis = vs.Vector( 0, -1, 0 ) > elif (footroll=="z"): > rotationAxis = vs.Vector( 0, 0, 1 ) > else: return None -------- > if ( gameModel != None ) : footRollIkTargetR = CreateReverseFoot( "rig_footRoll", "R", gameModel, animSet, shot, rigHelpersGroup, rigLegsGroup,"-y") footRollIkTargetL = CreateReverseFoot( "rig_footRoll", "L", gameModel, animSet, shot, rigHelpersGroup, rigLegsGroup,"y" )
Reply • Aug. 10, 2016, 2:37 a.m. -  RedHandJob
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the "elif" wasn't align with the rest. even though it looked that way in notepad++. you should Go to Preferences in notepad++ -> Tab Settings -> Select Python from the list and check 'Replace by space' that way next time it will align.
Reply • Aug. 10, 2016, 11:53 a.m. -  msu355
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` Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount Model file 'haxxer/mass_effect_3\cerberus\assault_trooper.mdl' and associated vtx files are out of date Error! Flag "$model" is multiply defined in material "models/haxxer/mass_effect_3/cerberus/assault_trooper/hmm_arm_crba_diff"! Failed to load models/! Model file 'haxxer/mass_effect_3\cerberus\Nemesis.mdl' and associated vtx files are out of date Error! Flag "$model" is multiply defined in material "models/haxxer/mass_effect_3/cerberus/nemesis/hmf_arm_crbb_diff"! CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/haxxer/mass_effect_3/cerberus/nemesis.mdl [haxxer/mass_effect_3\cerberus\Nemesis.mdl] Failed to load models/! Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount Model file 'haxxer/mass_effect_3\cerberus\assault_trooper.mdl' and associated vtx files are out of date Failed to load models/! CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/haxxer/mass_effect_3/cerberus/nemesis.mdl [haxxer/mass_effect_3\cerberus\Nemesis.mdl] Binding uncached material "__utilwireframe", artificially incrementing refcount File "<string>", line 72 elif (footroll=="-y"): ^ SyntaxError: invalid syntax File "<string>", line 72 elif (footroll=="-y"): ^ SyntaxError: invalid syntax Unable to remove d:\steamlibrary\steamapps\common\sourcefilmmaker\game\.sfm_autosave.loc! Failed to load models/! Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount Model file 'haxxer/mass_effect_3\cerberus\assault_trooper.mdl' and associated vtx files are out of date Failed to load models/! CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/haxxer/mass_effect_3/cerberus/nemesis.mdl [haxxer/mass_effect_3\cerberus\Nemesis.mdl] File "<string>", line 72 elif (footroll=="-y"): ^ SyntaxError: invalid syntax Input is now being sent to the Game Stopping All Sounds... `
Reply • Aug. 10, 2016, 3:41 a.m. -  RedHandJob
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Just wanted to say thank you!
Reply • April 23, 2017, 5:12 p.m. -  l2nwo
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@SkritchSketch, can you tell me which models so i can fix it.
Reply • May 22, 2017, 12:48 a.m. -  msu355
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@msu355 Oh thanks a bunch! That`s awesome!
Reply • June 6, 2017, 4:45 p.m. -  IDontKnow
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@IDontKnow, if you just want to rig certain parts then my other rig scripts should take care of that. https://sfmlab.com/item/1060/ https://sfmlab.com/item/1725/
Reply • June 4, 2017, 7:50 p.m. -  msu355
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@msu355 Is there any kind of trick to rig this to horse models?
Reply • Sept. 17, 2019, 8:14 a.m. -  KingJCT7
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