Animating Weapons for Counter-Strike Source/Editing Attachments

Setting Up

 * Open the QC file and HLMV.
 * In HLMV go to File>Load Model.
 * Select the folder weapons and then select the file v_rif_sg552.mdl. (You may select a different model depending what you are animating.)
 * Load the model.
 * In the render tab on the bottom, uncheck everything except Enable Overbrightening.

Navigating in HLMV

 * Dragging left click in the circle will affect the pitch and yaw of the model.
 * Dragging left click out of the circle will affect the roll of the model.
 * Holding onto SHIFT and dragging left click will pan the model around.
 * Holding onto CONTROL and dragging left click will pan the light source around.
 * Dragging right click either outside or in the circle will zoom the model in and out.

Retrieving the Attachments' Locations

 * Click the Attachments tab on the bottom of HLMV.
 * On the left box, select the attachment 1. This is the muzzle flash.
 * On the right box, attach the attachment to ValveBiped.Frame.
 * Under the translation box, enter some values and experiment with where you want to place the muzzle flash. Do not use the rotation parameter.
 * Once you have found the position, HLMV will tell you what the QC line of code should be. Copy and paste it while replacing the old $attachment line.
 * On the left box, select the attachment 2. This is the shell ejection vector. (Where the shells fly out after you fire the gun.)
 * On the right box, attach the attachment to ValveBiped.Frame.
 * The x axis (red) is the direction in which the shells will fly out.
 * Change the translation so the attachment is centered on the shell ejection port.
 * Once you have found the position, HLMV will tell you what the QC line of code should be. Copy and paste it while replacing the old $attachment line.
 * Save the QC file.