From Valve Developer Community
A viewmodel is a specially-designed model used to represent the player's active weapon in first-person view (as opposed to the ordinary "worldmodels" used elsewhere).
Because they appear so prominently on the screen and are only seen from a limited set of angles, viewmodels generally have the following distinguishing features:
- Parts that the player will never see are removed
- Parts that the player does see are very detailed
- The model as a whole is distorted to look its best from the one viewing angle
Each player has two viewmodel entities (to allow for dual wielding etc), the models of which are changed as appropriate. Both entities are, of course, only transmitted to their owner.
The Viewmodel entity is already set up to have VGUI panels attached.
Creating a viewmodel
Three golden rules:
- You must attach a sequence to the
ACT_VM_IDLEactivity before the model will appear.
- You should use $origin to adjust the location of the model, or it will be drawn in the centre of screen.
- In your modelling package, create a camera at the appropriate position and keep it visible while you work.
If you still can't see your viewmodel, try using the console command
thirdperson. It might be facing the wrong way.
ACT_VM_DRAW, ACT_VM_HOLSTER, ACT_VM_IDLE, ACT_VM_FIDGET, ACT_VM_PULLBACK, ACT_VM_PULLBACK_HIGH, ACT_VM_PULLBACK_LOW, ACT_VM_THROW, ACT_VM_PULLPIN, ACT_VM_PRIMARYATTACK, // fire ACT_VM_SECONDARYATTACK, // alt. fire ACT_VM_RELOAD, ACT_VM_DRYFIRE, // fire with no ammo loaded. ACT_VM_HITLEFT, // bludgeon, swing to left - hit (primary attk) ACT_VM_HITLEFT2, // bludgeon, swing to left - hit (secondary attk) ACT_VM_HITRIGHT, // bludgeon, swing to right - hit (primary attk) ACT_VM_HITRIGHT2, // bludgeon, swing to right - hit (secondary attk) ACT_VM_HITCENTER, // bludgeon, swing center - hit (primary attk) ACT_VM_HITCENTER2, // bludgeon, swing center - hit (secondary attk) ACT_VM_MISSLEFT, // bludgeon, swing to left - miss (primary attk) ACT_VM_MISSLEFT2, // bludgeon, swing to left - miss (secondary attk) ACT_VM_MISSRIGHT, // bludgeon, swing to right - miss (primary attk) ACT_VM_MISSRIGHT2, // bludgeon, swing to right - miss (secondary attk) ACT_VM_MISSCENTER, // bludgeon, swing center - miss (primary attk) ACT_VM_MISSCENTER2, // bludgeon, swing center - miss (secondary attk) ACT_VM_HAULBACK, // bludgeon, haul the weapon back for a hard strike (secondary attk) ACT_VM_SWINGHARD, // bludgeon, release the hard strike (secondary attk) ACT_VM_SWINGMISS, ACT_VM_SWINGHIT, ACT_VM_IDLE_TO_LOWERED, ACT_VM_IDLE_LOWERED, ACT_VM_LOWERED_TO_IDLE, ACT_VM_RECOIL1, ACT_VM_RECOIL2, ACT_VM_RECOIL3, ACT_VM_PICKUP, ACT_VM_RELEASE, ACT_VM_ATTACH_SILENCER, ACT_VM_DETACH_SILENCER,
void SetWeaponModel( const char* modelname, CBaseCombatWeapon* weapon )
- Updates the VM's model. Why the model name needs to provided separately is unclear.
- Calculates the VM's bob (due to player movement), swing (due to player turning), and shake (due to env_shake etc) on the client only. This function calls
- Which of the owner's viewmodels this is.
- Just changes the animation. The fancy name is probably a holdover.
- Whether the VM should be mirrored so that it appears on the other side of the screen.
- Whether the VM should receive projected textures.
- Updates the owner's VM to this weapon's.
- Which of the player's VM entities this weapon uses.
void SendViewModelAnim(int nSequence)
- Pass-throughs for standard