Skip to content

matsys_controls: Add inverse kinematics solving in model panels #1417

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 2 commits into
base: master
Choose a base branch
from

Conversation

copperpixel
Copy link
Contributor

Description

Tier3's MDL utility class that's used in CMDLPanel doesn't account for IK, causing for instance attached weapons to not be positioned correctly when a playermodel is looking up/down or in some cases during the idle animation. An example of this being an issue is on TF's loadout menu with Scout's pistols, the Shortstop and all the Medi Guns:

Before (handle clipping through hand) After
medic_medigun_unfixed medic_medigun_fixed
Before (hand clipping through grip) After
scout_pistol_unfixed scout_pistol_fixed

To resolve this, this PR implements a custom bones setup routine in CMDLPanel that properly applies IK to the model.

Bitl added a commit to BitlDevelopmentStudios/source-sdk-2013-bds-base that referenced this pull request Jul 13, 2025
Bitl added a commit to BitlDevelopmentStudios/source-sdk-2013-bds-base that referenced this pull request Jul 18, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant