

When we collapse Body, we see that they have two things in common: rootTransform and bip_head.ĭrag the rootTransform from your Model to the rootTransform of your Hat. Let’s further see how our models are built. In this case, what we notice is that the Model and the Hat have two things in common: they both have a Body subsection. In this case, I’m currently listening to Aerosmith so we’re gonna give him some awesome ass hair.īy now you may have noticed that when you collapse your models, they are built out of a variety of parts that compose the model. Right click in your Animation Set Editor and click on “Create Animation Set for New Model”. RoboHeavy’s body structure is very similar to a normal Heavy’s structure, so for sure Heavy’s loadout items will work on him with little to no adjusting needing to be done. I’ve also already posed them ridiculously to show that you don’t need to have them in default positions to slap on some items.

So I’ve imported an HWM Medic, HWM Sniper, and a Heavybot with prop_facemovie’s Heavy head replacing his old head because I like that better. Hot dayum, Tyra Banks better watch herself. Today, I shall show you how I do that with incorrect terminology and the professionalism of a fratboy! There are far better Youtube tutorials out there that I know explain this better. This will also teach you a little bit about Locking models onto other models if you are not entirely familiar with that. We take advantage of that when we’re trying to Lock on items or parts to our models - especially hats and whatnot. When playing around with Source models, the structures are pretty similar in terms of how they are built.
