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Horsie's Viewmodel Editor
posted in Customization
1
#1
0 Frags +

A powerful viewmodel editor.
https://i.imgur.com/JH5boq4.png

Features:

  • Edit your viewmodels however you want: move, hide, rotate, make animations static and more. Includes many possible settings for every weapon
  • Automatic preloading. Preloads the animations at game start without you having to do anything. Preloading allows you to use these in any server, no matter the sv_pure setting. Can be enabled in the menu. Does not touch your autoexec
  • Fully supports the Fixed Viewmodels pack. All credits for creating the pack go to the author. This fixes hundreds of default animations, such as the extra hands when using the original or sapper
  • Supports custom viewmodel animation mods. Automatically checks if they're compatible and applies your own settings to them. More details below
  • Everything is automatic, just pick your settings and the tool will edit the animations and place them in a VPK in your custom folder

Some footage of random settings:

List of some per-weapon settings:

Show Content
  • Change position on X, Y and Z axis
  • Change rotation on X, Y and Z axis
  • Hide
  • Hide but keep chosen animations visible, such as: draw animations, reload animations, idle animations, attack animation, and many more depending on class and weapon
  • Make any animations static. This makes them not move and look like the idle animation. Some examples: the draw animations, the reload animations, the attack animations, the idle animations(makes them more static) and more depending on class and weapon
  • Remove the left arm from any weapon
  • Other class or weapon specific settings such as removing shells, instant backstab detections etc..
  • More detailed info can be found in the included _README.txt
  • There's also a preset for centered viewmodels

Download and instructions:

Show Content

Installing Fixed Viewmodels (highly recommended):

Show Content
  • Download the Fixed Viewmodels mod from here (direct link).
  • Extract the main vpk in the "fixed viewmodels addon" folder
  • Done, the tool will automatically install it next time you run GENERATE.bat

Installing custom animations:

Show Content
  • Download any custom viewmodel animation mods
  • Place the VPKs in the "custom animations" folder (loose files currently not supported)
  • Launch GENERATE.bat and install
  • All mods will be automatically checked. If they're compatible they get installed. If not, the VPK is moved to a folder named "incompatible animations"
  • I suggest reading INSTRUCTIONS.txt from the custom animations folder

Support me:

Show Content
  • Not gonna bother adding a paypal but if you feel like supporting me, you can send me cute stuff or whatever at this trade link
A powerful viewmodel editor.
https://i.imgur.com/JH5boq4.png

[b]Features:[/b]
[list]
[*] Edit your viewmodels however you want: move, hide, rotate, make animations static and more. Includes many possible settings for every weapon
[*] Automatic preloading. Preloads the animations at game start without you having to do anything. Preloading allows you to use these in any server, no matter the sv_pure setting. Can be enabled in the menu. Does not touch your autoexec
[*] Fully supports the [url=https://gamebanana.com/mods/206440]Fixed Viewmodels[/url] pack. All credits for creating the pack go to the author. This fixes hundreds of default animations, such as the extra hands when using the original or sapper
[*] Supports custom viewmodel animation mods. Automatically checks if they're compatible and applies your own settings to them. More details below
[*] Everything is automatic, just pick your settings and the tool will edit the animations and place them in a VPK in your custom folder
[/list]

[b]Some footage of random settings:[/b]
[list]
[*] [url=https://imgur.com/a/6b60GQq]Screenshots of random positions/rotations[/url]
[*] [url=https://streamable.com/jzoe2z]Centered scout weapons[/url]
[*] [url=https://streamable.com/vb688t]Hidden weapons with visible draws and reloads[/url]
[*] [url=https://streamable.com/humjlq]Scattergun with everything made static + no shells[/url]
[*] [url=https://streamable.com/xgqb51]Hidden knife with visible backstab detection + moved and rotated revolvers[/url]
[*] [url=https://www.youtube.com/watch?v=mweRvNSGdgs]And a video Tob made with a bunch of other settings[/url]
[/list]

[b]List of some per-weapon settings:[/b]
[spoiler]
[list]
[*] Change position on X, Y and Z axis
[*] Change rotation on X, Y and Z axis
[*] Hide
[*] Hide but keep chosen animations visible, such as: draw animations, reload animations, idle animations, attack animation, and many more depending on class and weapon
[*] Make any animations static. This makes them not move and look like the idle animation. Some examples: the draw animations, the reload animations, the attack animations, the idle animations(makes them more static) and more depending on class and weapon
[*] Remove the left arm from any weapon
[*] Other class or weapon specific settings such as removing shells, instant backstab detections etc..
[*] More detailed info can be found in the included [url=https://github.com/a-horsey/horsies-viewmodel-editor/blob/main/_README.txt]_README.txt[/url]
[*] There's also a preset for centered viewmodels
[/list]
[/spoiler]

[b]Download and instructions:[/b]
[spoiler]
[list]
[*] Download it from github https://github.com/a-horsey/horsies-viewmodel-editor/releases
[*] Place the main folder in your "custom" or "tf" folder. I recommend the "tf" folder, as that doesn't increase load times
[*] Edit the class-specific settings files however you wish
[*] Launch GENERATE.bat
[/list]
[/spoiler]

[b]Installing Fixed Viewmodels (highly recommended):[/b]
[spoiler]
[list]
[*] Download the Fixed Viewmodels mod from [url=https://gamebanana.com/dl/469246]here[/url] (direct link).
[*] Extract the main vpk in the "fixed viewmodels addon" folder
[*] Done, the tool will automatically install it next time you run GENERATE.bat
[/spoiler]

[b]Installing custom animations:[/b]
[spoiler]
[list]
[*] Download any custom viewmodel animation mods
[*] Place the VPKs in the "custom animations" folder (loose files currently not supported)
[*] Launch GENERATE.bat and install
[*] All mods will be automatically checked. If they're compatible they get installed. If not, the VPK is moved to a folder named "incompatible animations"
[*] I suggest reading INSTRUCTIONS.txt from the custom animations folder
[/spoiler]


[b]Support me:[/b]
[spoiler]
[list]
[*] Not gonna bother adding a paypal but if you feel like supporting me, you can send me cute stuff or whatever at this [url=https://steamcommunity.com/tradeoffer/new/?partner=112124325&token=EdZIBC4J]trade link[/url]
[/list]
[/spoiler]
2
#2
1 Frags +

Very cool tool and I'd highly recommend it. It's very simple to setup but very powerful, whether you want to do something like disable shells or have a different view model position / state for every weapon.

Very cool tool and I'd highly recommend it. It's very simple to setup but very powerful, whether you want to do something like disable shells or have a different view model position / state for every weapon.
3
#3
4 Frags +

this reenabled my main menu music and now i cant turn it off even though it's set to 0

this reenabled my main menu music and now i cant turn it off even though it's set to 0
4
#4
1 Frags +
RoLthis reenabled my main menu music and now i cant turn it off even though it's set to 0

Fixed

[quote=RoL]this reenabled my main menu music and now i cant turn it off even though it's set to 0[/quote]
Fixed
5
#5
0 Frags +

this actually is OP for spy

this actually is OP for spy
6
#6
2 Frags +

before i use this can you confirm whether or not you are a furry

before i use this can you confirm whether or not you are a furry
7
#7
14 Frags +
hoolibefore i use this can you confirm whether or not you are a furry

no, just a horse

[quote=hooli]before i use this can you confirm whether or not you are a furry[/quote]
no, just a horse
8
#8
1 Frags +

love this, thank you!
only one problem i've had so far: the engy shotgun draw animation plays at the default pos and then slides into its custom place when the idle starts

love this, thank you!
only one problem i've had so far: the engy shotgun draw animation plays at the default pos and then slides into its custom place when the idle starts
9
#9
1 Frags +
kindredlove this, thank you!
only one problem i've had so far: the engy shotgun draw animation plays at the default pos and then slides into its custom place when the idle starts

Should be fixed now, just pushed a change

[quote=kindred]love this, thank you!
only one problem i've had so far: the engy shotgun draw animation plays at the default pos and then slides into its custom place when the idle starts[/quote]
Should be fixed now, just pushed a change
10
#10
0 Frags +

Is there support for weapon specific toggles?

Is there support for weapon specific toggles?
11
#11
2 Frags +
pyrotechnicIs there support for weapon specific toggles?

The weapons are as separated as the viewmodel animations allow. So, for example, the original and the rest of the rocket launchers have different animations, meaning you can have different settings for the original vs the others. But you can't have different ones for the direct hit vs the stock rl, as they share the same animations.

[quote=pyrotechnic]Is there support for weapon specific toggles?[/quote]
The weapons are as separated as the viewmodel animations allow. So, for example, the original and the rest of the rocket launchers have different animations, meaning you can have different settings for the original vs the others. But you can't have different ones for the direct hit vs the stock rl, as they share the same animations.
12
#12
2 Frags +

short video
Mostly to demonstrate centered viewmodels for some of the easy to center weapons (x pos -8 for stock shotguns, flamethrower, smg, flareguns, etc. Other weapons I haven't figured out yet because I'd need to mess around with the rotations)
Also the instant backstab animation is nice (not a game changer but quite helpful)
https://www.youtube.com/watch?v=mweRvNSGdgs

some feedback
Class settings are currently stored and edited like this, with the variables stored on the far right

https://i.imgur.com/PbRfELy.png

This means you can't copy paste xyz values from other weapons (I got some corrupt VPKs at first until I figured that out)

Maybe having one &::original followed by the xyz values etc until you encounter &::shotguns would be more practical? but idk the limitations of the language and the current implementation so you'd be the better judge of that

edit: also for anyone messing around with tf_viewmodels_offset_override x y z to find some configuration, that axis is oriented differently. I believe it translates to
X_position = offset y
Y_position = offset x
Z_position = offset -z

[u]short video[/u]
Mostly to demonstrate centered viewmodels for some of the easy to center weapons (x pos -8 for stock shotguns, flamethrower, smg, flareguns, etc. Other weapons I haven't figured out yet because I'd need to mess around with the rotations)
Also the instant backstab animation is nice (not a game changer but quite helpful)
https://www.youtube.com/watch?v=mweRvNSGdgs

[u]some feedback[/u]
Class settings are currently stored and edited like this, with the variables stored on the far right
[img]https://i.imgur.com/PbRfELy.png[/img]
This means you can't copy paste xyz values from other weapons (I got some corrupt VPKs at first until I figured that out)

Maybe having one &::original followed by the xyz values etc until you encounter &::shotguns would be more practical? but idk the limitations of the language and the current implementation so you'd be the better judge of that

edit: also for anyone messing around with tf_viewmodels_offset_override x y z to find some configuration, that axis is oriented differently. I believe it translates to
X_position = offset y
Y_position = offset x
Z_position = offset -z
13
#13
7 Frags +

anyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 case

anyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 case
14
#14
0 Frags +

this is the type of modding i'd expect out of payday. now to find out how to center everything.

this is the type of modding i'd expect out of payday. now to find out how to center everything.
15
#15
0 Frags +

Been messing around a bit more.

  • Seems there's no invis watch/dead ringer options?
  • Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)

I won't be looking to center everything, but I've been trying to find a setup that works for scout and soldier. neither are perfect and it depends on your viewmodel_fov (mine is currently 80) and whether or not you use minimal viewmodels. I've been going back and forth between having minimal viewmodels on and off. The advantage of using high Y and Z pos (see below) is that this doesn't change a lot so it hopefully didn't result in inconsistencies

starting point for centring scatterguns and scout pistolposition: -12 15 15
rotation -2 1 -6

I copied the scattergun values to pistol and called it a day. Pistol needs most work still.

starting point for centring soldier stuffstock RL position: -8 15 15 seems to center the stock rocket launcher. needs rotation values still
original position: 0 15 15 obv doesn't need centring, but including this for the Y and Z pos consistency
shotgun position: -8 15 15 centers stock shotguns (also for engi, pyro, heavy)

X_position is most important. Y_ and Z_position I recommend keeping the same number. higher values move it down and make it smaller. Once your position is the way you want it for your settings, figure out rotation using the references provided by a_horse. For me it helped holding the palm of my hand horizontally and following the motion shown in the reference pictures to figure out the purpose of each value

scout settings (viewmodel_fov 80, tf_use_min_viewmodels 1) example clip

Been messing around a bit more.
[list]
[*] Seems there's no invis watch/dead ringer options?
[*] Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)
[/list]

I won't be looking to center everything, but I've been trying to find a setup that works for scout and soldier. neither are perfect and it depends on your viewmodel_fov (mine is currently 80) and whether or not you use minimal viewmodels. I've been going back and forth between having minimal viewmodels on and off. The advantage of using high Y and Z pos (see below) is that this doesn't change a lot so it hopefully didn't result in inconsistencies

[quote=starting point for centring scatterguns and scout pistol]
position: -12 15 15
rotation -2 1 -6[/quote]
I copied the scattergun values to pistol and called it a day. Pistol needs most work still.

[quote=starting point for centring soldier stuff]
stock RL position: -8 15 15 seems to center the stock rocket launcher. needs rotation values still
original position: 0 15 15 obv doesn't need centring, but including this for the Y and Z pos consistency
shotgun position: -8 15 15 centers stock shotguns (also for engi, pyro, heavy)
[/quote]

X_position is most important. Y_ and Z_position I recommend keeping the same number. higher values move it down and make it smaller. Once your position is the way you want it for your settings, figure out rotation using the references provided by a_horse. For me it helped holding the palm of my hand horizontally and following the motion shown in the reference pictures to figure out the purpose of each value

scout settings (viewmodel_fov 80, tf_use_min_viewmodels 1) [url=https://clips.twitch.tv/ChillyBlueCatKAPOW-wykC08IhLWWU2PdZ]example clip[/url]
16
#16
0 Frags +
TobBeen messing around a bit more.
  • Seems there's no invis watch/dead ringer options?
  • Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)

The watches are a bit more complex (plus no one really wants to hide them) but I will look into adding options for them if possible. The disguise kit I think also doesn't have settings, simply because I forgot about it, but it's getting added next update. Edit for anyone curious: turns out the disguise kit, just like the watches, uses v_models instead of c_models. That means I can't add settings for them without some big issues.

The crashes are odd and I don't see how they could be related. There's literally nothing related to textures included in this. I honestly got no clue what it could be, but if you figure out if it's related to this or not or find a way to consistently reproduce them, please let me know. Only thing I can think of right now is this general tf2 bug causing crashes if you use custom models (actually textured ones, not simple animations) in sv_pure 1/2, which could be made worse by preloading. So if you happen to have any mods that include custom models, such as the ultimate visual fix pack or 70/90 fov fix packs, also let me know.

[quote=Tob]Been messing around a bit more.
[list]
[*] Seems there's no invis watch/dead ringer options?
[*] Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)
[/list]
[/quote]
The watches are a bit more complex (plus no one really wants to hide them) but I will look into adding options for them if possible. [s]The disguise kit I think also doesn't have settings, simply because I forgot about it, but it's getting added next update.[/s] Edit for anyone curious: turns out the disguise kit, just like the watches, uses v_models instead of c_models. That means I can't add settings for them without some big issues.

The crashes are odd and I don't see how they could be related. There's literally nothing related to textures included in this. I honestly got no clue what it could be, but if you figure out if it's related to this or not or find a way to consistently reproduce them, please let me know. Only thing I can think of right now is this general tf2 bug causing crashes if you use custom models (actually textured ones, not simple animations) in sv_pure 1/2, which could be made worse by preloading. So if you happen to have any mods that include custom models, such as the ultimate visual fix pack or 70/90 fov fix packs, also let me know.
17
#17
5 Frags +

Due to popular demand, I made a preset for centered weapons. It can be found in the new "presets" folder. I also added a short video of centered scout weapons to the post.
I only centered weapons that made sense, so the following have been left in the default position:

  • All melee weapons
  • Food and drink items
  • Throwables like the mad milk and jarate
  • The huntsman

There are a couple of caveats:

  • It's made with minimal viewmodels in mind, so make sure to have that on (tf_use_min_viewmodels 1). Fov shouldn't matter.
  • There is a normal tf2 bug with minimal viewmodels:
    The stock shotgun, if strange or has a skin, has a different offset from all the other shotguns or a non-strange non-skinned one
    This preset is made for a normal stock shotgun
    If you use a strange/skinned shotgun, you can manually go in the settings and change the X_position closer to 0 (if it's -10, try something like -6/-7)

If there are other issues let me know.

RoLanyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 case

There's a trade link in the post now. If you already managed this yourself then no need to bother.

Due to popular demand, I made a preset for centered weapons. It can be found in the new "presets" folder. I also added a short video of centered scout weapons to the post.
I only centered weapons that made sense, so the following have been left in the default position:
[list]
[*] All melee weapons
[*] Food and drink items
[*] Throwables like the mad milk and jarate
[*] The huntsman
[/list]
There are a couple of caveats:
[list]
[*] It's made with minimal viewmodels in mind, so make sure to have that on (tf_use_min_viewmodels 1). Fov shouldn't matter.
[*] There is a normal tf2 bug with minimal viewmodels:
The stock shotgun, if strange or has a skin, has a different offset from all the other shotguns or a non-strange non-skinned one
This preset is made for a normal stock shotgun
If you use a strange/skinned shotgun, you can manually go in the settings and change the X_position closer to 0 (if it's -10, try something like -6/-7)
[/list]
If there are other issues let me know.

[quote=RoL]anyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 case[/quote]
There's a trade link in the post now. If you already managed this yourself then no need to bother.
18
#18
2 Frags +
RoLanyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 casea_horseThere's a trade link in the post now. If you already managed this yourself then no need to bother.

<3

[quote=RoL]anyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 case[/quote]
[quote=a_horse]There's a trade link in the post now. If you already managed this yourself then no need to bother.[/quote]
<3
19
#19
3 Frags +

Big update today, added support for custom animation mods. More details added to the post.

Other changes include:

  • Added a setting to remove the left arm from any weapon (except medi-gun). For huntsman you can remove the right arm
  • Added Keep_tracers_visible setting to hitscan weapons. You can use it to toggle tracers for hidden weapons
  • Changed all the settings files to be easier to edit. No more tags at the end of lines
  • Improved most settings in general and adjusted them to be compatible with custom animations
  • Fixed buggy idle animations for the Kunai, Eternal Reward, Sharp Dresser and other stuff
  • A bunch of other fixes and improvements
Big update today, added support for custom animation mods. More details added to the post.

Other changes include:
[list]
[*] Added a setting to remove the left arm from any weapon (except medi-gun). For huntsman you can remove the right arm
[*] Added Keep_tracers_visible setting to hitscan weapons. You can use it to toggle tracers for hidden weapons
[*] Changed all the settings files to be easier to edit. No more tags at the end of lines
[*] Improved most settings in general and adjusted them to be compatible with custom animations
[*] Fixed buggy idle animations for the Kunai, Eternal Reward, Sharp Dresser and other stuff
[*] A bunch of other fixes and improvements
[/list]
20
#20
3 Frags +

Besides the usual bug fixes and improvements, last update added a setting to revert the original's reload sound to the stock rocket launcher one.
Also started putting out github releases for easier downloading and keeping track of changes, updated link in the post.

Besides the usual bug fixes and improvements, last update added a setting to revert the original's reload sound to the stock rocket launcher one.
Also started putting out github releases for easier downloading and keeping track of changes, updated link in the post.
21
#21
2 Frags +

just found out that you made an updated version, good shit!

just found out that you made an updated version, good shit!
22
#22
0 Frags +

Hi, I tried to use with https://gamebanana.com/mods/198452 but it didn't work
I used the bat file to generate but it did not show any error log.

Is there any way to make this work together?

Hi, I tried to use with https://gamebanana.com/mods/198452 but it didn't work
I used the bat file to generate but it did not show any error log.

Is there any way to make this work together?
23
#23
1 Frags +

If someone could make a video on how to remove all the reload animations, I will be more than happy.

If someone could make a video on how to remove all the reload animations, I will be more than happy.
24
#24
1 Frags +
TontonFlairixIf someone could make a video on how to remove all the reload animations, I will be more than happy.

https://www.youtube.com/watch?v=QWIrWhfUwz0
saw afterwards i did use txt files that already had left arms removed

whilst im here might as well do some bug reports:
Removing left arm on heavy gloves caused animations to break (only tested thisd for gloves of running urgently)
Static reload seems to not work on scout pistols (only tested on winger. happened in the video posted above)

iplayforfunHi, I tried to use with https://gamebanana.com/mods/198452

that mod has custom materials, not custom animations. There are currently no animation based mods that remove all arms (left arms are possible w horse's mod)

[quote=TontonFlairix]If someone could make a video on how to remove all the reload animations, I will be more than happy.[/quote]
https://www.youtube.com/watch?v=QWIrWhfUwz0
saw afterwards i did use txt files that already had left arms removed

whilst im here might as well do some bug reports:
Removing left arm on heavy gloves caused animations to break (only tested thisd for gloves of running urgently)
Static reload seems to not work on scout pistols (only tested on winger. happened in the video posted above)

[quote=iplayforfun]Hi, I tried to use with https://gamebanana.com/mods/198452[/quote]
that mod has custom materials, not custom animations. There are currently no animation based mods that remove all arms (left arms are possible w horse's mod)
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