• My playermodel's Arms are distorted
    1 replies, posted
I've used the proportion method for this playermodel and the legs, spine, shoulders, head, and upper arms bones work just fine. THe hands/forearm bones are the only issues for some reason https://files.facepunch.com/forum/upload/133754/f8f414fb-8803-4c65-b177-5c6f398ff05a/20180220063330_1.jpg https://files.facepunch.com/forum/upload/133754/ded1d3d6-6123-403f-ab61-c3ff18fa865e/20180220061759_1.jpg https://files.facepunch.com/forum/upload/133754/b61d73e3-fd28-4705-9925-a7e4a977ee7e/20180220061833_1.jpg $ModelName "SDWAN\Arkham_Knight\playermodels\Joker_Young.mdl" $body "Body" "Joker_Young_C_D.smd" $body "Shirt" "Joker_Young_A_D.smd" $body "Shorts" "Joker_Young_B_D.smd" $body "Head" "Joker_BM3_Head_D.smd" $body "Head2" "Joker_BM3_Head_D2.smd" $body "Hair" "Joker_BM3_V2_Head_Hair_D.smd" $body "Lashes" "Joker_BM3_V2_Wetline_D.smd" $body "Gloves" "Joker_BM3_Gloves_D.smd" $SurfaceProp "flesh" $Contents "solid" $MaxEyeDeflection 90 $MostlyOpaque $CDMaterials "SDWAN\Arkham_Knight\Joker_Young\" $Attachment "eyes" "ValveBiped.Bip01_Head1" 3.79 -3.78 0.01 rotate 0 -80.1 -90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 1 -5.7 0 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 //$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -10.57 -23.265 -2.683 14.338 23.264 74.169 // $HBoxSet "default" // $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 "" // $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 "" // $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 "" // $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 "" // $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 "" // $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 "" // $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 "" // $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 "" // $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 "" // $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 "" // $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46 "" // $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 "" // $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 "" // $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 "" // $HBox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1 "" // $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 "" // $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 "" // $SkipBoneInBBox $IncludeModel "m_anm.mdl" $sequence reference "anims/smoke_glasses_skeletonAction.001.smd" fps 1 $animation a_proportions "anims/ArmatureAction.smd" subtract reference 0 $sequence proportions a_proportions predelta autoplay $sequence "ragdoll" "anims/ArmatureAction.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $CollisionJoints "snowtrooper_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -8 40 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -32 88 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -120 35 0 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -30 30 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -1 1 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 145 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit -19 19 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -40 40 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -55 35 0 $jointconstrain "ValveBiped.Bip01_Spine" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Spine" y limit -15 15 0 $jointconstrain "ValveBiped.Bip01_Spine" z limit -5 15 0 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -17 17 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -17 10 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit -3 28 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -90 90 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -125 115 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -125 100 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit -3 28 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -90 90 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -125 115 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -125 100 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -75 75 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -75 75 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -131 42 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -100 100 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -100 100 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -120 120 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -75 75 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -75 75 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -131 42 0 $jointconstrain "ValveBiped.Bip01_Neck1" x limit -35 35 0 $jointconstrain "ValveBiped.Bip01_Neck1" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Neck1" z limit -41 37 0 $jointconstrain "ValveBiped.Bip01_Head1" x limit -32 32 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -15 15 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -10 20 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -100 100 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -100 100 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -120 120 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -40 8 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -88 32 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -120 35 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -30 30 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -1 1 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -12 145 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit -19 19 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -40 40 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -55 35 0 $jointconstrain "ValveBiped.Bip01_L_Toe0" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Toe0" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Toe0" z limit -61 1 0 $jointconstrain "ValveBiped.Bip01_R_Toe0" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Toe0" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Toe0" z limit -64 1 0 } $CollisionText { animatedfriction  { "animfrictionmin" "1.000000" "animfrictionmax" "400.000000" "animfrictiontimein" "0.500000" "animfrictiontimeout" "0.000000" "animfrictiontimehold" "0.300000" } editparams  { "rootname" "ValveBiped.Bip01_Pelvis" "totalmass" "90.000000" } }
God damnit, at first I was relieved to see that other people had the same problem as I did, but now it's genuinely disheartening, so many people are having the same problem and noone has a clue of how to fix it or why it started happening in the first place. The best I can do is linking to this guide that supposedly fixes the problem, if it works for you I might try it out myself and make a more expansive and easier to follow guide on how to do it: Recurring problem is driving me MAD, arms and legs are distorted
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