• Can't get aim_yaw/pitch to work
    5 replies, posted
Recently I started working on a model again. It's supposed to have custom gravgun animations (since the gravgun in the mod it's made for is invisible) so I re-did everything (well everything in the qc). Recently it's been giving me this error ERROR: calcblend failed in soldier_Aim_3_directions_yaw here's the qc if you need it [code]$cd "C:\Users\Owner\Desktop\ZM_models\Zombine\Player\Hl2" $modelname "player\hl2\game\combine_zombie_beta.mdl" $poseparameter aim_pitch -80.86 49.98 $model "Zombie" "male_02_reference.smd" $cdmaterials "models\zomcom\game\fixed\" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 // Model uses material "combinesoldiersheet.vmt" // Model uses material "headcrabsheet.vmt" // Model uses material "Zombie_Classic_sheet.vmt" $Weightlist Upperbody "ValveBiped.Bip01_Spine" 1.0 "ValveBiped.Bip01_Pelvis" 0.0 $Weightlist Lowerbody "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 1.0 "ValveBiped.Bip01_R_Thigh" 1.0 $Weightlist HipsUpperbodyReplace "ValveBiped.Bip01_Spine" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_Pelvis" 0.0 $attachment "eyes" "ValveBiped.Bip01_Head1" 3.50 -3.98 -0.10 rotate 0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00 $attachment "forward" "ValveBiped.forward" 0.00 -0.00 -0.00 rotate 0.00 0.00 0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $surfaceprop "flesh" $eyeposition -0.000 -0.000 70.00 $illumposition -0.000 -0.637 35.954 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation a_soldier_Aim_9_directions_mid_right "a_soldier_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_center2 "a_soldier_Aim_9_directions_mid_center2" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_left "a_soldier_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Aim_3_directions_yaw "a_soldier_Aim_9_directions_mid_right" fps 30.00 weightlist HipsUpperBodyReplace { blendwidth 2 blend aim_yaw -49.443207 52.517384 delta a_soldier_Aim_9_directions_mid_right a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_mid_left } $animation a_soldier_Aim_9_directions_up_center "a_soldier_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_center "a_soldier_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_center "a_soldier_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Aim_3_directions_pitch "a_soldier_Aim_9_directions_up_center" fps 30.00 weightlist HipsUpperBodyReplace { blendwidth 2 blend aim_pitch -49.443207 52.517384 delta a_soldier_Aim_9_directions_up_center a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_down_center } $sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00 $sequence idle_smg1 "idle_smg1" loop ACT_HL2MP_IDLE_SMG1 1 fps 30.00 $sequence idle_ar2 "idle_ar2" loop ACT_HL2MP_IDLE_AR2 1 fps 30.00 $sequence idle_gravgun "Idle01" loop ACT_HL2MP_IDLE_PHYSGUN 1 fps 30.00 $sequence idle_grenade "idle_grenade" loop ACT_HL2MP_IDLE_GRENADE 1 fps 30.00 $sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00 $sequence run_pistol_mod "run_pistol_mod" fps 30.00 Weightlist Upperbody $animation a_RunS "a_RunS" loop fps 30.000000 Weightlist Lowerbody $animation a_RunSE "a_RunSE" loop fps 30.000000 Weightlist Lowerbody $animation a_RunE "a_RunE" loop fps 30.000000 Weightlist Lowerbody $animation a_RunNE "a_RunNE" loop fps 30.000000 Weightlist Lowerbody $animation a_RunN "a_RunN" loop fps 30.000000 Weightlist Lowerbody $animation a_RunNW "a_RunNW" loop fps 30.000000 Weightlist Lowerbody $animation a_RunW "a_RunW" loop fps 30.000000 Weightlist Lowerbody $animation a_RunSW "a_RunSW" loop fps 30.000000 Weightlist Lowerbody $sequence run_pistol "a_RunS" loop ACT_HL2MP_RUN_PISTOL 1 fps 30.00 addlayer run_pistol_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $sequence run_smg1_mod "run_smg1_mod" loop fps 30.00 Weightlist Upperbody $sequence run_smg1 "a_RunS" loop ACT_HL2MP_RUN_SMG1 1 fps 30.00 addlayer run_smg1_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $sequence run_ar2_mod "run_ar2_mod" fps 30.00 Weightlist Upperbody $sequence run_ar2 "a_RunS" loop ACT_HL2MP_RUN_AR2 1 fps 30.00 addlayer run_ar2_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $sequence run_gravgun "a_RunS" loop ACT_HL2MP_RUN_PHYSGUN 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_run_ne a_run_n a_run_nw a_WalkW a_WalkSW a_WalkS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $sequence run_grenade_mod "run_grenade_mod" fps 30.00 Weightlist Upperbody $sequence run_grenade "a_RunS" loop ACT_HL2MP_RUN_GRENADE 1 fps 30.00 addlayer run_grenade_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 7 "lfoot" } { event 7002 18 "rfoot" } } $sequence run_melee_mod "run_melee_mod" fps 30.00 Weightlist Upperbody $sequence run_melee "a_RunS" loop ACT_HL2MP_RUN_MELEE 1 fps 30.00 addlayer run_melee_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $sequence cidle_pistol "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH_PISTOL 1 fps 30.00 $sequence cidle_shotgun "cidle_shotgun" loop ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 fps 30.00 $sequence cidle_smg1 "cidle_smg1" loop ACT_HL2MP_IDLE_CROUCH_SMG1 1 fps 30.00 $sequence cidle_ar2 "cidle_ar2" loop ACT_HL2MP_IDLE_CROUCH_AR2 1 fps 30.00 $sequence cidle_gravgun "cidle_gravgun" loop ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 fps 30.00 $sequence cidle_grenade "cidle_grenade" loop ACT_HL2MP_IDLE_CROUCH_GRENADE 1 fps 30.00 $sequence cidle_rpg "cidle_rpg" loop ACT_HL2MP_IDLE_CROUCH_RPG 1 fps 30.00 $sequence cidle_crossbow "cidle_crossbow" loop ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 fps 30.00 $sequence cidle_melee "cidle_melee" loop ACT_HL2MP_IDLE_CROUCH_MELEE 1 fps 30.00 $sequence cidle_slam "cidle_slam" loop ACT_HL2MP_IDLE_CROUCH_SLAM 1 fps 30.00 $sequence cwalk_pistol_mod "cwalk_pistol_mod" fps 30.00 Weightlist Upperbody $animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000 Weightlist Lowerbody $animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000 Weightlist Lowerbody $sequence cwalk_pistol "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PISTOL 1 fps 30.00 addlayer cwalk_pistol_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_shotgun_mod "cwalk_shotgun_mod" fps 30.00 Weightlist Upperbody $sequence cwalk_shotgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_smg1_mod "cwalk_smg1_mod" fps 30.00 Weightlist Upperbody $sequence cwalk_smg1 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SMG1 1 fps 30.00 addlayer cwalk_smg1_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_ar2_mod "cwalk_ar2_mod" fps 30.00 Weightlist Upperbody $sequence cwalk_ar2 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_AR2 1 fps 30.00 addlayer cwalk_ar2_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_gravgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_grenade_mod "cwalk_grenade_mod" fps 30.00 Weightlist Upperbody $sequence cwalk_grenade "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_GRENADE 1 fps 30.00 addlayer cwalk_grenade_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_melee_mod "cwalk_melee_mod" fps 30.00 Weightlist Upperbody $sequence cwalk_melee "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_MELEE 1 fps 30.00 addlayer cwalk_melee_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence jump_pistol "jump_pistol" ACT_HL2MP_JUMP_PISTOL 1 fps 30.00 $sequence jump_smg1 "jump_smg1" ACT_HL2MP_JUMP_SMG1 1 fps 30.00 $sequence jump_ar2 "jump_ar2" ACT_HL2MP_JUMP_AR2 1 fps 30.00 $sequence jump_gravgun "jump_gravgun" ACT_HL2MP_JUMP_PHYSGUN 1 fps 30.00 $sequence jump_grenade "jump_grenade" ACT_HL2MP_JUMP_GRENADE 1 fps 30.00 $sequence jump_rpg "jump_rpg" ACT_HL2MP_JUMP_RPG 1 fps 30.00 $sequence jump_crossbow "jump_crossbow" ACT_HL2MP_JUMP_CROSSBOW 1 fps 30.00 $sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 30.00 $sequence jump_slam "jump_slam" ACT_HL2MP_JUMP_SLAM 1 fps 30.00 $sequence reload_pistol "reload_pistol" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 fps 30.00 $sequence reload_shotgun "reload_shotgun" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 fps 30.00 $sequence reload_smg1 "reload_smg1" ACT_HL2MP_GESTURE_RELOAD_SMG1 1 fps 30.00 $sequence reload_ar2 "reload_ar2" ACT_HL2MP_GESTURE_RELOAD_AR2 1 fps 30.00 $sequence idle_sledge "idle_sledge" loop ACT_ZM_IDLE_SLEDGE 1 fps 30.00 $sequence run_sledge_mod "run_sledge_mod" fps 30.00 Weightlist Upperbody $sequence run_sledge "a_RunS" loop ACT_ZM_RUN_SLEDGE 1 fps 30.00 addlayer run_sledge_mod { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $sequence cidle_sledge "cidle_sledge" loop ACT_ZM_IDLE_CROUCH_SLEDGE 1 fps 30.00 $sequence cwalk_sledge_mod "cwalk_sledge_mod" fps 30.00 $sequence cwalk_sledge "a_Crouch_walkS" loop ACT_ZM_WALK_CROUCH_SLEDGE 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $animation a_range_sledge "a_range_sledge" loop fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence range_sledge "a_range_sledge" ACT_ZM_GESTURE_RANGE_ATTACK_SLEDGE 1 fps 30.00 $sequence jump_sledge "jump_sledge" ACT_ZM_JUMP_SLEDGE 1 fps 30.00 $sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 1 fps 30.00 $sequence run_shotgun_mod "run_shotgun_mod" fps 30.00 $sequence run_shotgun "a_RunS" loop ACT_HL2MP_RUN_SHOTGUN 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS { event 7002 6 "lfoot" } { event 7002 13 "rfoot" } } $animation a_range_shotgun "a_range_shotgun" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence range_shotgun "a_range_shotgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 fps 30.00 $sequence jump_shotgun "jump_shotgun" ACT_HL2MP_JUMP_SHOTGUN 1 fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 { { event AE_CL_PLAYSOUND 1 "game/zombine_die2" } } $collisionjoints "phymodel.smd" { $mass 100.0 $inertia 10.00 $damping 0.10 $rotdamping 3.00 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_spine2" x limit -44.00 44.00 0.20 $jointconstrain "valvebiped.bip01_spine2" y limit -39.00 39.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -32.00 50.00 0.20 $jointconstrain "valvebiped.bip01_r_clavicle" x limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_clavicle" y limit -46.00 46.00 0.20 $jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 48.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 28.00 0.20 $jointconstrain "valvebiped.bip01_l_clavicle" x limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_clavicle" y limit -46.00 46.00 0.20 $jointconstrain "valvebiped.bip01_l_clavicle" z limit -26.00 48.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" x limit -55.00 55.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" z limit -55.00 55.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" x limit -55.00 55.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" y limit -55.00 55.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" z limit -55.00 55.00 0.20 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00 $animatedfriction 1.000 400.000 0.500 0.000 0.300 } [/code]
Why has that got the entirity of m_anim.mdl included in it? You should just put this: [code]$includemodel "m_anim.mdl"[/code]
[QUOTE=Silver Spirit;23719243]Why has that got the entirity of m_anim.mdl included in it? You should just put this: [code]$includemodel "m_anim.mdl"[/code][/QUOTE] It has all that since for some reason if I use that it causes the custom animation to go spastic
[QUOTE=Game Zombie;23719421]It has all that since for some reason if I use that it causes the custom animation to go spastic[/QUOTE] Which bit of all that is the custom anim?
[QUOTE=Silver Spirit;23719469]Which bit of all that is the custom anim?[/QUOTE] The Gravgun
hello [url]www.gmodfiles.com[/url] [highlight](User was permabanned for this post ("Gimmick" - verynicelady))[/highlight]
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