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Rapporter et oversættelsesproblem
boop bopp beep boop boop beep boop
BEEP BEEP BEEP BEEP BEEP
S I N C R O N I Z E D
GO AWAY SKIPS ITS TIME FOR YOU TO GO AWAY!!
TIME FOR TO GO TO YOU,RE ROOM!!
YEAH SKIPS ITS TIME FOR YOU TO GO THE MOON!!"
Great minds think alike, i see!
this may come in handy
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=202104047&searchtext=music
keytar?
Open the sfm_defaultanimationgroup.txt ile in a text editor, go to the bottom of the file and you'll see the last 2 lines have curly brackets like this
}
}
Copy and paste the stuff from the first code between those 2 curly brackets . When your done and go to the bottom of the file again, you'll see 2 curly brackets again.
If you see only 1 or 3 you did it wrong and will break the file.
Save the file. If you have SFM open and the Keyboard loaded, Right click the keyboard file name, select uilities then rebuild control groups and the unknown group should disappear and the control groups shown in the picture above appear. If you don't have the keyboard loaded, spawn it and the control groups should be there.
If they aren't, you did something wrong. Now you know why there are 2 files in that folder, delete the sfm_defaultanimationgroup.txt, file copy and paste the sfm_defaultanimationgroup_original.txt and rename the copy to sfm_defaultanimationgroup.txt and start over.
When you load the keyboard without adding the info I gave to the file, all the bones and flexes in these models will end up in the unknown group. If you add the info I give to the file, the animation set editor for the model will look like this...
https://i.imgur.com/yWPxIMX.png