Animating Weapons for Counter-Strike Source/Editing Attachments

Setting Up

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  • Open the QC file and HLMV.
  • In HLMV go to File>Load Model.
  • Select the folder weapons and then select the file v_rif_sg552.mdl. (You may select a different model depending what you are animating.)
  • Load the model.
  • In the render tab on the bottom, uncheck everything except Enable Overbrightening.
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Note:
Any time you click in the 3D space of HLMV, there will be a dotted circle.

  • Dragging left click in the circle will affect the pitch and yaw of the model.
  • Dragging left click out of the circle will affect the roll of the model.
  • Holding onto SHIFT and dragging left click will pan the model around.
  • Holding onto CONTROL and dragging left click will pan the light source around.
  • Dragging right click either outside or in the circle will zoom the model in and out.

Retrieving the Attachments' Locations

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  • Click the Attachments tab on the bottom of HLMV.
  • On the left box, select the attachment 1. This is the muzzle flash.
  • On the right box, attach the attachment to ValveBiped.Frame.
  • Under the translation box, enter some values and experiment with where you want to place the muzzle flash. Do not use the rotation parameter.
  • Once you have found the position, HLMV will tell you what the QC line of code should be. Copy and paste it while replacing the old $attachment line.
  • On the left box, select the attachment 2. This is the shell ejection vector. (Where the shells fly out after you fire the gun.)
  • On the right box, attach the attachment to ValveBiped.Frame.
  • The x axis (red) is the direction in which the shells will fly out.
  • Change the translation so the attachment is centered on the shell ejection port.
  • Once you have found the position, HLMV will tell you what the QC line of code should be. Copy and paste it while replacing the old $attachment line.
  • Save the QC file.
Animating Weapons for Counter-Strike Source
Shoot Animation Editing Attachments Draw Animation