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{{this is a|QC command|name=$attachment}} It defines attachments on a model. Attachments are identified by their name, and can be either relative to the model's origin or [[parent]]ed to a [[bone]]. | |||
See also [[Attachments]]. | |||
== Syntax == | == Syntax == | ||
$attachment | $attachment <[[string]]|name> <string|parent bone> <[[Vector]]|offset> [absolute] [rigid] [rotate <[[angle]]|orientation>] | ||
The optional commands are: | |||
; <code>absolute</code> | |||
: Parented to the model's origin. The offset is still relative to the given parent bone, however! | |||
; <code>rigid</code> | |||
: Declares that the bone this attachment is parented to will not move, allowing Studiomdl delete that bone. The attachment will be re-parented to the next bone in the hierarchy. Useful for precise attachment placement without keeping useless bones. | |||
; <code>rotate</code> | |||
: Rotates the attachment, in degrees, relative to its parent bone / the origin. | |||
: {{todo|There is some weirdness in how the value is interpreted by Studiomdl.}} | |||
; <code>world_align</code> | |||
: flag the attachment as should align to world and not to it own root. {{todo|this need more test.}} | |||
; <code>x_and_z_axes</code> | |||
: alike <code>rotate</code> but only Y axis remain at default value. | |||
: {{todo|Need test. Why this exists? looks useless}} | |||
== Examples == | |||
Relative to bone: | |||
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 | $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 | ||
Relative to origin (no bone name required): | |||
$attachment "nozzle" "" 0 4.8 0 absolute |
Latest revision as of 21:06, 16 July 2025
$attachment
is a QC command available in all Source games. It defines attachments on a model. Attachments are identified by their name, and can be either relative to the model's origin or parented to a bone.
See also Attachments.
Syntax
$attachment <string|name> <string|parent bone> <Vector|offset> [absolute] [rigid] [rotate <angle|orientation>]
The optional commands are:
absolute
- Parented to the model's origin. The offset is still relative to the given parent bone, however!
rigid
- Declares that the bone this attachment is parented to will not move, allowing Studiomdl delete that bone. The attachment will be re-parented to the next bone in the hierarchy. Useful for precise attachment placement without keeping useless bones.
rotate
- Rotates the attachment, in degrees, relative to its parent bone / the origin.
- Todo: There is some weirdness in how the value is interpreted by Studiomdl.
world_align
- flag the attachment as should align to world and not to it own root. Todo: this need more test.
x_and_z_axes
- alike
rotate
but only Y axis remain at default value. - Todo: Need test. Why this exists? looks useless
Examples
Relative to bone:
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
Relative to origin (no bone name required):
$attachment "nozzle" "" 0 4.8 0 absolute