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 CS Girl Tutorial

That should be it. Now would be a good time to click the SelUnassigned button under the Joints tab in the control panel. Make sure you can see your whole model in one of the views in wireframe mode. If you see any red dots, you have stray vertices and your model will not work correctly. Go back through these steps and find where the vertices belong.

Save your model then save as a new copy. We’re going to do one more test before we get ready to texture our model. Use the menu File > Import > Half-Life SMD and select the walk.smd from your gsg9_decompiled directory. It’ll ask if you want to append keyframes at current time. How you answer doesn’t really matter. Click the Anim button at the bottom of your screen, then click the first button with an arrow on it.
Your animation should start playing.
Your animation should look pretty good by now. However, it may look like some deformed mess.

If this is the case, then you moved the skeleton at some point and will need to start over at the point where you imported the skeleton and go through the process of attaching the vertices to the joints all over again.

If everything looks good, go ahead and close the model with the imported SMD without saving. We’ll use the previous copy we know is good. We’re now ready to move onto the texture.
Before we can actually start unwrapping our model, we’ll need to separate our model into groups. This will make unwrapping the model much easier.

In Milkshape, select the Groups tab in the control panel. Select all, then click the Regroup button. This will make sure our whole model is in one group. Next, using the selection tool, select faces by vertex and do not ignore backfaces. Select all the faces on the gun, click the Regroup button, type “gun” into the textbox next to the Rename button, then click rename.
Select the faces in the head, excluding the pony tail, regroup, and rename to “head”.


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