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[[Image:Cssorigins.GIF|right|This picture shows how origins are changed in the source engine.]]
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=$origin command=
{{tabsBar|main=gs|base=$origin}}
$origin is a [[QC_Commands|QC Command]] that offsets the center of a model in the source engine. This command is very useful for adjusting [[Viewmodel|view models]].
{{this is a|QC command|name=$origin}} It adjusts the position (and optionally Z rotation) of a model within its own local space. During compiling, it will be offset by the X, Y, -Z and Z-rotation values provided.


=$origin syntax=
This is useful when adjusting [[Viewmodel|view models]], for ensuring that models don't spawn inside the world, and helping in the arranging of clusters of separate models that need to be aligned precisely with each other (e.g. parts of a building).
<code>$origin x y z</code><br>
Refer to picture for axis manipulations.


[[Category:QC Commands]]
{{note|This command does not adjust positions of everything. It will adjust meshes, skeletons and [[$attachment]]s, but not anything else such as hitboxes ([[$hbox]]).}}
{{note|$origin does not work if the model uses [[$includemodel]].}}
 
== Syntax ==
 
$origin <x> <y> <-z> [z rotation]
 
Note that Z's value is reversed.
 
== With viewmodels ==
[[File:Cssorigins.GIF|center]]
 
== See also ==
 
* [[$autocenter]]
* [[Origin]]

Latest revision as of 21:55, 18 July 2025

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$origin is a QC command available in all Source Source games. It adjusts the position (and optionally Z rotation) of a model within its own local space. During compiling, it will be offset by the X, Y, -Z and Z-rotation values provided.

This is useful when adjusting view models, for ensuring that models don't spawn inside the world, and helping in the arranging of clusters of separate models that need to be aligned precisely with each other (e.g. parts of a building).

Note.pngNote:This command does not adjust positions of everything. It will adjust meshes, skeletons and $attachments, but not anything else such as hitboxes ($hbox).
Note.pngNote:$origin does not work if the model uses $includemodel.

Syntax

$origin <x> <y> <-z> [z rotation]

Note that Z's value is reversed.

With viewmodels

Cssorigins.GIF

See also