• Replacing Alyx
    19 replies, posted
I need some help figuring out what i did wrong to replace alyx. I've gone threw countless tutorials found from searching threw google but none that realy say how to go about doing it. i have a few models in garrys mod that i would love to have them replace alyx in the game. i know it can be done becouse of the replacements such as the ones of simus and zelda i just dont know how to do it. if anyone knows of a tut that will actualy show you i would be more then happy to read threw it. thanks in advance for any help
All you have to do is this: 1. Find out if your model is on the Valve Biped (default Source) Skeleton, if not it can't be used for this. 2. Decompile the model 3. Add in [b]all[/b] the animations Alyx has to the model's QC file using the $includemodel command line 4. Recompile model 4 times calling each one as follows: Alyx.mdl, Alyx_ep2.mdl, Alyx_interior.mdl, Alyx_intro.mdl (I think they all have the same anims). After this it should work, though my attempt at replacing Barney with Fox didn't work as for some reason he doesn't get replaced (and I have no idea why).
how can i find out if the model im trying to use is based off the valve biped skeleton. i already have it decompiled heres what the cq says: $modelname "kasc1.mdl" $model "alyx.mdl" "kasc1.smd" { flexfile "mdldecompiler_expressions.vta" { flexpair "AU1" 1.0 frame 5 flexpair "AU2" 1.0 frame 6 flexpair "AU4" 1.0 frame 7 flexpair "AU1AU2" 1.0 frame 8 flexpair "AU12" 1.0 frame 9 flex "AU12AU25" frame 10 flexpair "AU15" 1.0 frame 11 flexpair "AU17" 1.0 frame 12 flexpair "AU10" 1.0 frame 13 flex "AU16" frame 14 flexpair "AU6" 1.0 frame 15 flexpair "AU9" 1.0 frame 16 flexpair "AU25" 1.0 frame 17 flexpair "AU18" 1.0 frame 18 flexpair "AU22" 1.0 frame 19 flexpair "AU20" 1.0 frame 20 flex "AU32" frame 21 flex "AU24" frame 22 flex "AU38" frame 23 flex "AU31" frame 24 flexpair "AU26" 1.0 frame 25 flexpair "AU27" 1.0 frame 26 flexpair "AU26Z" 1.0 frame 27 flex "F00L" frame 28 flex "F01L" frame 29 flex "F02L" frame 30 flex "F03L" frame 31 flex "F04L" frame 32 flex "F00R" frame 33 flex "F01R" frame 34 flex "F02R" frame 35 flex "F03R" frame 36 flex "F04R" frame 37 } eyeball righteye ValveBiped.Bip01_Head1 -1.487 -2.513 65.990 eyeball_r 0.912 -1.000 eyeball_r 1.150 eyeball lefteye ValveBiped.Bip01_Head1 1.487 -2.513 65.990 eyeball_l 0.912 1.000 eyeball_l 1.150 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye flexcontroller eyelid right_lid_raiser "range" 0.000 1.000 flexcontroller eyelid left_lid_raiser "range" 0.000 1.000 flexcontroller eyelid right_lid_tightener "range" 0.000 1.000 flexcontroller eyelid left_lid_tightener "range" 0.000 1.000 flexcontroller eyelid right_lid_droop "range" 0.000 1.000 flexcontroller eyelid left_lid_droop "range" 0.000 1.000 flexcontroller eyelid right_lid_closer "range" 0.000 1.000 flexcontroller eyelid left_lid_closer "range" 0.000 1.000 flexcontroller eyelid half_closed "range" 0.000 1.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller brow right_inner_raiser "range" 0.000 1.000 flexcontroller brow left_inner_raiser "range" 0.000 1.000 flexcontroller brow right_outer_raiser "range" 0.000 1.000 flexcontroller brow left_outer_raiser "range" 0.000 1.000 flexcontroller brow right_lowerer "range" 0.000 1.000 flexcontroller brow left_lowerer "range" 0.000 1.000 flexcontroller nose right_cheek_raiser "range" 0.000 1.000 flexcontroller nose left_cheek_raiser "range" 0.000 1.000 flexcontroller nose wrinkler "range" 0.000 1.000 flexcontroller nose dilator "range" 0.000 1.000 flexcontroller mouth right_upper_raiser "range" 0.000 1.000 flexcontroller mouth left_upper_raiser "range" 0.000 1.000 flexcontroller mouth right_corner_puller "range" 0.000 1.000 flexcontroller mouth left_corner_puller "range" 0.000 1.000 flexcontroller mouth right_corner_depressor "range" 0.000 1.000 flexcontroller mouth left_corner_depressor "range" 0.000 1.000 flexcontroller mouth chin_raiser "range" 0.000 1.000 flexcontroller phoneme right_part "range" 0.000 1.000 flexcontroller phoneme left_part "range" 0.000 1.000 flexcontroller phoneme right_puckerer "range" 0.000 1.000 flexcontroller phoneme left_puckerer "range" 0.000 1.000 flexcontroller phoneme right_funneler "range" 0.000 1.000 flexcontroller phoneme left_funneler "range" 0.000 1.000 flexcontroller phoneme right_stretcher "range" 0.000 1.000 flexcontroller phoneme left_stretcher "range" 0.000 1.000 flexcontroller phoneme bite "range" 0.000 1.000 flexcontroller phoneme presser "range" 0.000 1.000 flexcontroller phoneme tightener "range" 0.000 1.000 flexcontroller phoneme jaw_clencher "range" 0.000 1.000 flexcontroller phoneme jaw_drop "range" 0.000 1.000 flexcontroller phoneme right_mouth_drop "range" 0.000 1.000 flexcontroller phoneme left_mouth_drop "range" 0.000 1.000 flexcontroller mouth smile "range" 0.000 1.000 flexcontroller mouth lower_lip "range" 0.000 1.000 flexcontroller head head_rightleft "range" 0.000 1.000 flexcontroller head head_updown "range" 0.000 1.000 flexcontroller head head_tilt "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" 0.000 1.000 flexcontroller eyes eyes_rightleft "range" 0.000 1.000 flexcontroller body body_rightleft "range" 0.000 1.000 flexcontroller chest chest_rightleft "range" 0.000 1.000 flexcontroller head head_forwardback "range" 0.000 1.000 flexcontroller gesture gesture_updown "range" 0.000 1.000 flexcontroller gesture gesture_rightleft "range" 0.000 1.000 flexcontroller finger l_thumb_00 "range" 0.000 1.000 flexcontroller finger l_index_finger_01 "range" 0.000 1.000 flexcontroller finger l_middle_finger_02 "range" 0.000 1.000 flexcontroller finger l_ring_finger_03 "range" 0.000 1.000 flexcontroller finger l_small_finger_04 "range" 0.000 1.000 flexcontroller finger r_thumb_00 "range" 0.000 1.000 flexcontroller finger r_index_finger_01 "range" 0.000 1.000 flexcontroller finger r_middle_finger_02 "range" 0.000 1.000 flexcontroller finger r_ring_finger_03 "range" 0.000 1.000 flexcontroller finger r_small_finger_04 "range" 0.000 1.000 localvar upper_right_raiser %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_neutral %upper_right_neutral = (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_raiser) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_lowerer %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 - right_lid_closer))) localvar upper_left_raiser %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_neutral %upper_left_neutral = (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_raiser) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_lowerer %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 - left_lid_closer))) localvar lower_right_raiser %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 - right_lid_closer)))) localvar lower_right_neutral %lower_right_neutral = (( 1.000 - right_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( right_lid_tightener * 0.500)) * ( 1.000 - ( right_cheek_raiser * 0.250))))) localvar lower_right_lowerer %lower_right_lowerer = 0.000 localvar lower_left_raiser %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 - left_lid_closer)))) localvar lower_left_neutral %lower_left_neutral = (( 1.000 - left_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( left_lid_tightener * 0.500)) * ( 1.000 - ( left_cheek_raiser * 0.250))))) localvar lower_left_lowerer %lower_left_lowerer = 0.000 %AU1R = ( right_inner_raiser * (( 1.000 - right_outer_raiser) * ( 1.000 - right_lowerer))) %AU1L = ( left_inner_raiser * (( 1.000 - left_outer_raiser) * ( 1.000 - left_lowerer))) %AU2R = ( right_outer_raiser * (( 1.000 - right_inner_raiser) * ( 1.000 - right_lowerer))) %AU2L = ( left_outer_raiser * (( 1.000 - left_inner_raiser) * ( 1.000 - left_lowerer))) %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 - right_lowerer))) %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 - left_lowerer))) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator localvar right_open %right_open = ( smile + (( right_part * ( 1.000 - smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar left_open %left_open = ( smile + (( left_part * ( 1.000 - smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar right_lip_suppressor %right_lip_suppressor = (( 1.000 / %right_open) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_lip_suppressor %left_lip_suppressor = (( 1.000 / %left_open) * (( 1.000 - presser) * ( 1.000 - bite))) %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 * %right_lip_suppressor))) %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 * %left_lip_suppressor))) %AU25R = ( right_part * (( right_part * %right_lip_suppressor) * ( 1.000 - smile))) %AU25L = ( left_part * (( left_part * %left_lip_suppressor) * ( 1.000 - smile))) %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor + %left_lip_suppressor)))) %AU18R = ( right_puckerer * ( right_puckerer * %right_lip_suppressor)) %AU18L = ( left_puckerer * ( left_puckerer * %left_lip_suppressor)) %AU22R = ( right_funneler * ( right_funneler * %right_lip_suppressor)) %AU22L = ( left_funneler * ( left_funneler * %left_lip_suppressor)) %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R + %AU22R)))) * ( 1.000 - smile))))) %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L + %AU22L)))) * ( 1.000 - smile))))) localvar right_depressor_suppressor %right_depressor_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) localvar left_depressor_suppressor %left_depressor_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) %AU15R = ( right_corner_depressor * ( right_corner_depressor * %right_depressor_suppressor)) %AU15L = ( left_corner_depressor * ( left_corner_depressor * %left_depressor_suppressor)) localvar right_corner_suppressor %right_corner_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) localvar left_corner_suppressor %left_corner_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) %AU12R = ( right_corner_puller * ( right_corner_puller * %right_corner_suppressor)) %AU12L = ( left_corner_puller * ( left_corner_puller * %left_corner_suppressor)) %AU20R = ( right_stretcher * ( right_stretcher * %right_corner_suppressor)) %AU20L = ( left_stretcher * ( left_stretcher * %left_corner_suppressor)) %AU32 = bite %AU24 = ( presser + (( 1.000 - presser) * tightener)) %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher + jaw_drop))) localvar right_drop_suppressor %right_drop_suppressor = (( 1.000 / (( 0.500 * %right_open) + right_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_drop_suppressor %left_drop_suppressor = (( 1.000 / (( 0.500 * %left_open) + left_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar right_drop %right_drop = ( right_mouth_drop * ( right_mouth_drop * %right_drop_suppressor)) localvar left_drop %left_drop = ( left_mouth_drop * ( left_mouth_drop * %left_drop_suppressor)) %AU26R = ( jaw_drop * (( 1.000 - %right_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU26L = ( jaw_drop * (( 1.000 - %left_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor + %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R + %AU27L))))) %F00L = l_thumb_00 %F01L = l_index_finger_01 %F02L = l_middle_finger_02 %F03L = l_ring_finger_03 %F04L = l_small_finger_04 %F00R = r_thumb_00 %F01R = r_index_finger_01 %F02R = r_middle_finger_02 %F03R = r_ring_finger_03 %F04R = r_small_finger_04 localvar mouth %mouth = (( %AU27R * 0.500) + (( %AU27L * 0.500) + (( %AU22R * 0.350) + (( %AU22L * 0.350) + (( %AU18R * 0.250) + (( %AU18L * 0.250) + (( %AU25R * 0.350) + (( %AU25L * 0.350) + (( %AU32 * 0.500) + ( %AU12AU25 + ( %AU16 * 0.400))))))))))) } $cdmaterials "models\kasc1\" $cdmaterials "models\Humans\Female\" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -6.653 -6.293 -5.573 9.092 8.287 4.233 $hbox 0 "ValveBiped.Bip01_L_Thigh" -5.890 -3.667 -6.991 15.940 5.601 5.283 $hbox 0 "ValveBiped.Bip01_L_Calf" -1.105 -3.549 -2.861 18.710 3.661 3.696 $hbox 0 "ValveBiped.Bip01_L_Foot" -2.387 -3.414 -2.184 9.568 4.423 3.667 $hbox 0 "ValveBiped.Bip01_L_Toe0" -5.115 -3.193 -2.195 3.585 1.173 3.100 $hbox 0 "ValveBiped.Bip01_R_Thigh" -5.328 -3.667 -2.751 15.940 5.601 6.991 $hbox 0 "ValveBiped.Bip01_R_Calf" -0.788 -3.549 -3.696 18.710 3.661 2.601 $hbox 0 "ValveBiped.Bip01_R_Foot" -2.383 -3.404 -3.679 9.572 4.426 2.194 $hbox 0 "ValveBiped.Bip01_R_Toe0" -5.123 -3.182 -3.297 3.576 1.395 2.119 $hbox 0 "ValveBiped.Bip01_Spine" -5.161 -7.179 -6.202 9.598 5.905 7.435 $hbox 0 "ValveBiped.Bip01_Spine1" -4.929 -6.975 -5.325 7.903 6.688 5.325 $hbox 0 "ValveBiped.Bip01_Spine2" -3.613 -6.992 -6.894 9.401 6.859 6.894 $hbox 0 "ValveBiped.Bip01_Spine4" -4.812 -4.981 -4.138 5.923 7.097 4.682 $hbox 0 "ValveBiped.Bip01_Neck1" -1.995 -3.833 -8.659 11.374 3.928 4.168 $hbox 0 "ValveBiped.Bip01_Head1" -3.574 -5.122 -8.659 8.891 4.431 4.191 $hbox 0 "ValveBiped.Bip01_L_Clavicle" -1.512 -6.423 -3.469 6.229 4.332 3.137 $hbox 0 "ValveBiped.Bip01_L_Forearm" 0.000 -2.153 -1.833 12.596 1.776 1.686 $hbox 0 "ValveBiped.Bip01_L_Hand" -0.485 -1.712 -1.982 4.025 1.263 2.215 $hbox 0 "ValveBiped.Bip01_L_Finger2" -0.349 -0.736 -0.466 2.038 0.686 0.559 $hbox 0 "ValveBiped.Bip01_L_Finger0" -1.014 -0.580 -1.127 2.249 1.932 1.147 $hbox 0 "ValveBiped.Bip01_L_Finger01" -1.670 -0.653 -1.013 1.741 1.328 1.145 $hbox 0 "ValveBiped.Bip01_R_Clavicle" -0.969 -6.637 -5.757 5.246 4.294 3.219 $hbox 0 "ValveBiped.Bip01_R_Forearm" -0.257 -2.123 -1.780 12.596 1.956 1.669 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.245 -1.878 -2.209 4.025 1.263 1.982 $hbox 0 "ValveBiped.Bip01_R_Finger2" -0.349 -0.734 -0.555 2.038 0.686 0.466 $hbox 0 "ValveBiped.Bip01_R_Finger0" -1.013 -0.581 -1.149 2.246 1.934 1.121 $hbox 0 "ValveBiped.Bip01_R_Finger01" -1.668 -0.654 -1.147 1.738 1.331 1.011 $hbox 0 "ValveBiped.Bip01_L_Bust" 0.000 -3.398 -4.006 4.598 3.727 3.490 $hbox 0 "ValveBiped.Bip01_R_Bust" 0.000 -3.398 -3.490 4.598 3.533 4.659 $hbox 0 "ValveBiped.Bip01_L_Ulna" -3.822 -2.025 -1.523 5.189 1.960 1.640 $hbox 0 "ValveBiped.Bip01_R_Ulna" -2.449 -1.671 -1.598 5.189 1.960 1.352 $hbox 0 "ValveBiped.Bip01_L_Wrist" -3.432 -1.571 -1.331 1.398 1.962 1.594 $hbox 0 "ValveBiped.Bip01_R_Wrist" -3.284 -1.571 -1.592 1.398 1.962 1.332 $hbox 0 "ValveBiped.Bip01_L_Elbow" -1.333 -2.225 -1.443 1.849 0.831 1.421 $hbox 0 "ValveBiped.Bip01_R_Elbow" -1.399 -2.216 -1.513 2.961 0.983 1.504 $hbox 0 "ValveBiped.Bip01_L_Bicep" -3.875 -2.038 -1.868 5.407 2.263 1.609 $hbox 0 "ValveBiped.Bip01_R_Bicep" -3.875 -2.188 -1.417 5.548 1.872 1.713 $hbox 0 "ValveBiped.Bip01_L_Shoulder" -3.535 -2.087 -2.551 4.472 2.947 2.043 $hbox 0 "ValveBiped.Bip01_R_Shoulder" -3.432 -1.952 -1.642 4.472 2.684 2.551 $hbox 0 "ValveBiped.Bip01_L_Trapezius" -2.527 -3.142 -3.109 3.332 2.285 2.283 $hbox 0 "ValveBiped.Bip01_R_Trapezius" -2.892 -3.217 -1.831 2.892 1.396 2.953 $hbox 0 "ValveBiped.Bip01_L_Knee" -4.814 -3.009 -3.139 3.671 3.008 2.387 $hbox 0 "ValveBiped.Bip01_R_Knee" -4.810 -3.129 -1.816 3.648 2.546 3.010 // Model uses material "vks0306.vmt" // Model uses material "vks0305.vmt" // Model uses material "vks0304.vmt" // Model uses material "vks0303.vmt" // Model uses material "vks0302.vmt" // Model uses material "Htb603.vmt" // Model uses material "vks0307.vmt" // Model uses material "vks0319.vmt" // Model uses material "vks0301.vmt" // Model uses material "vks0300.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "Htb602.vmt" // Model uses material "Htb601.vmt" // Model uses material "Htb600.vmt" // Model uses material "vks0317.vmt" // Model uses material "kasetc2.vmt" // Model uses material "vks0314.vmt" // Model uses material "vks0308.vmt" // Model uses material "vks0311.vmt" // Model uses material "vks0328.vmt" // Model uses material "vks0326.vmt" // Model uses material "kasetc.vmt" // Model uses material "vks0310.vmt" // Model uses material "vks0309.vmt" // Model uses material "mesh11DiffuseMap.vmt" // Model uses material "glint.vmt" $attachment "eyes" "ValveBiped.Bip01_Head1" 2.99 -3.29 -0.00 rotate 0.00 -80.10 0.00 $attachment "lefteye" "ValveBiped.Bip01_Head1" 2.81 -3.89 -1.32 rotate 0.00 -80.10 0.00 $attachment "righteye" "ValveBiped.Bip01_Head1" 2.81 -3.89 1.30 rotate 0.00 -80.10 0.00 $attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 0.20 -4.90 -0.00 rotate 0.00 -80.00 -90.00 $attachment "amulet" "ValveBiped.Bip01_Spine4" 0.30 5.00 -0.00 rotate -0.00 90.00 90.00 $attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 -0.00 rotate -0.00 83.00 90.00 $attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 -0.00 rotate 0.00 -0.00 0.00 $attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 0.00 rotate -0.00 -0.00 -0.00 $attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.50 1.00 2.00 rotate -90.00 -90.00 0.00 $attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.50 0.50 -2.00 rotate -90.00 -90.00 0.00 $attachment "physgun_attachment" "ValveBiped.physgun_attachment" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "emp" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 5.00 rotate -90.00 -90.00 0.00 $attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28 $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 $includemodel "alyx_animations.mdl" $includemodel "alyx_postures.mdl" $includemodel "alyx_gestures.mdl" $includemodel "humans/female_shared.mdl" $includemodel "humans/female_ss.mdl" $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 $illumposition 1.245 -0.002 34.687 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $collisionjoints "phymodel.smd" { $mass 60.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "valvebiped.bip01_spine1" x limit -20.00 20.00 0.01 $jointconstrain "valvebiped.bip01_spine1" y limit -20.00 20.00 0.01 $jointconstrain "valvebiped.bip01_spine1" z limit -15.00 35.00 0.01 $jointconstrain "valvebiped.bip01_spine2" x limit -20.00 20.00 0.01 $jointconstrain "valvebiped.bip01_spine2" y limit -20.00 20.00 0.01 $jointconstrain "valvebiped.bip01_spine2" z limit -15.00 25.00 0.01 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -90.00 90.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -90.00 25.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.01 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.01 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -90.00 90.00 0.01 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -90.00 25.00 0.01 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.01 $jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.01 $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.01 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.01 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.01 $jointconstrain "valvebiped.bip01_head1" z limit -30.00 30.00 0.01 $jointconstrain "valvebiped.bip01_ring" x limit -10.00 10.00 0.01 $jointconstrain "valvebiped.bip01_ring" y limit -10.00 10.00 0.01 $jointconstrain "valvebiped.bip01_ring" z limit -10.00 10.00 0.01 $jointmassbias "valvebiped.bip01_ponytail02" 0.40 $jointinertia "valvebiped.bip01_ponytail02" 5.00 $jointdamping "valvebiped.bip01_ponytail02" 5.00 $jointconstrain "valvebiped.bip01_ponytail02" x limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail02" y limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail02" z limit -60.00 60.00 0.01 $jointmassbias "valvebiped.bip01_ponytail03" 0.40 $jointinertia "valvebiped.bip01_ponytail03" 5.00 $jointdamping "valvebiped.bip01_ponytail03" 5.00 $jointconstrain "valvebiped.bip01_ponytail03" x limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail03" y limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail03" z limit -60.00 60.00 0.01 $jointmassbias "valvebiped.bip01_ponytail04" 0.40 $jointinertia "valvebiped.bip01_ponytail04" 5.00 $jointdamping "valvebiped.bip01_ponytail04" 5.00 $jointconstrain "valvebiped.bip01_ponytail04" x limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail04" y limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail04" z limit -60.00 60.00 0.01 $jointmassbias "valvebiped.bip01_ponytail05" 0.40 $jointinertia "valvebiped.bip01_ponytail05" 5.00 $jointdamping "valvebiped.bip01_ponytail05" 5.00 $jointconstrain "valvebiped.bip01_ponytail05" x limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail05" y limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail05" z limit -60.00 60.00 0.01 $jointmassbias "valvebiped.bip01_ponytail06" 0.40 $jointinertia "valvebiped.bip01_ponytail06" 5.00 $jointdamping "valvebiped.bip01_ponytail06" 5.00 $jointconstrain "valvebiped.bip01_ponytail06" x limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail06" y limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_ponytail06" z limit -60.00 60.00 0.01 $jointmassbias "valvebiped.bip01_r_bust" 0.40 $jointinertia "valvebiped.bip01_r_bust" 5.00 $jointrotdamping "valvebiped.bip01_r_bust" 5.00 $jointconstrain "valvebiped.bip01_r_bust" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_bust" y limit -30.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_bust" z limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.01 $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.01 $jointconstrain "valvebiped.bip01_r_thigh" x limit -10.00 10.00 0.01 $jointconstrain "valvebiped.bip01_r_thigh" y limit -30.00 70.00 0.01 $jointconstrain "valvebiped.bip01_r_thigh" z limit -90.00 30.00 0.01 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.01 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.01 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.01 $jointconstrain "valvebiped.bip01_l_thigh" x limit -10.00 10.00 0.01 $jointconstrain "valvebiped.bip01_l_thigh" y limit -70.00 30.00 0.01 $jointconstrain "valvebiped.bip01_l_thigh" z limit -90.00 30.00 0.01 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.01 $jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 126.00 0.01 $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.01 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.01 $jointmassbias "valvebiped.bip01_l_bust" 0.40 $jointinertia "valvebiped.bip01_l_bust" 5.00 $jointrotdamping "valvebiped.bip01_l_bust" 5.00 $jointconstrain "valvebiped.bip01_l_bust" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_bust" y limit -15.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_bust" z limit -15.00 15.00 0.00 }
the bones/joints are all named valve, therefore uses a valve skeleton. there is a trick at recompiling this though. that's why I don't like dealing with decompiling / recompiling
ok thanks mariokart i kind of had a feeling while i was looking at it. ok so now i just need to find alyx's animation to put into that. so im guessing the comand line would something like $includemodel alyx.mdl. or something to that effect right?
yup, the standard animations are included with SDK, or can be found in the GCF of HL2. I'm not sure where. $includemodel "alyx_animations.mdl" $includemodel "alyx_postures.mdl" $includemodel "alyx_gestures.mdl" $includemodel "humans/female_shared.mdl" $includemodel "humans/female_ss.mdl" you can also add your custom animations with SMD's. but I've never tried it. the line would be simular to the ragdoll command. $sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1
[QUOTE=mariokart64n;16836238]yup, the standard animations are included with SDK, or can be found in the GCF of HL2. I'm not sure where. $includemodel "alyx_animations.mdl" $includemodel "alyx_postures.mdl" $includemodel "alyx_gestures.mdl" $includemodel "humans/female_shared.mdl" $includemodel "humans/female_ss.mdl" you can also add your custom animations with SMD's. but I've never tried it. the line would be simular to the ragdoll command. $sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1[/QUOTE] There just loose in the models folder of the HL2 and SourceSDK Content GCFs. I'm gonna try adding custom animations to my Bender model (when/if Greg sends me them as SMDs), though its looking though i'll have to rename to bones for the weapon attachment to work (also still need to work out the joint contrains, without HLMV ¬.¬).
lol, why can't you use HLMV
[QUOTE=mariokart64n;16837783]lol, why can't you use HLMV[/QUOTE] No idea, it just says "unable to load model" for every model i've ever tried to open with it :(
hm, I had that error once but i think it was because the compiler was still processing the file. if it's doing that for both the valve, and your compiled models then I can't think of a reason for that error. which viewer btw, OB, or EP1
[QUOTE=mariokart64n;16837947]hm, I had that error once but i think it was because the compiler was still processing the file. if it's doing that for both the valve, and your compiled models then I can't think of a reason for that error. which viewer btw, OB, or EP1[/QUOTE] Theres more than one HLMV? (unless you mean ones that arn't tied to the SDK like Crafty, and I thought HLMV only worked in the EP1 bin, only place I could get it to even open :S)
there use to be only 1 viewer, and that was for ep1. but once orange box came out, a new compiler was released, along with a new viewer. the differences are small, but they are different. like some slight menu changes, and the OB one handles light different, probably for phong elements. [B]EDIT[/B] oh yeah to launch the OB viewer, its best to go through STEAM > Tools Tab > Source SDK > [Pick OB from drop down] > then double click on the viewer. changing the Engine Version from the drop down, decides which tool set or SDK directory you work from. assuming you have both EP1, and OB
thanks for all the help guys i got just about everything down except i ran into another snag. what recompiling program should i use? im using guistudio but it dousnt give me an option to name the complied file. is there another one i should be using? nevermind i figured out how to do it i just had to change the model.mdl name in the qc file and save it and load it 4 diffirent times thanks for all the help i would have been stuck on this forever [editline]03:33AM[/editline] well i was able to replace the model but now i guess i have some fine tuning to do. some of the textures show up all over the place particuarly the hands and the lower jaw on the model. i think i have to just play around with some setings on the compile
what is that trick you have to do during the recomplie im gonna guess thats what im doing wrong or not doing?
heres a picture of what happens to the model when i recomplie it into the game [url]http://img190.imageshack.us/i/recompiledmodel.jpg/[/url] for reference here is the qc file content (its different then the one i posed earlier): $modelname "Alyx_intro.mdl" $model "alyx.mdl" "ayane.smd" { flexfile "mdldecompiler_expressions.vta" { flex "AU42" frame 1 flexpair "AU1" 1.0 frame 2 flexpair "AU2" 1.0 frame 3 flexpair "AU4" 1.0 frame 4 flexpair "AU1AU2" 1.0 frame 5 flexpair "AU12" 1.0 frame 6 flex "AU12AU25" frame 7 flexpair "AU15" 1.0 frame 8 flexpair "AU17" 1.0 frame 9 flexpair "AU10" 1.0 frame 10 flex "AU16" frame 11 flexpair "AU6" 1.0 frame 12 flexpair "AU9" 1.0 frame 13 flexpair "AU25" 1.0 frame 14 flexpair "AU18" 1.0 frame 15 flexpair "AU22" 1.0 frame 16 flexpair "AU20" 1.0 frame 17 flex "AU32" frame 18 flex "AU24" frame 19 flex "AU38" frame 20 flex "AU31" frame 21 flexpair "AU26" 1.0 frame 22 flexpair "AU27" 1.0 frame 23 flexpair "AU26Z" 1.0 frame 24 flex "F00L" frame 25 flex "F01L" frame 26 flex "F02L" frame 27 flex "F03L" frame 28 flex "F04L" frame 29 flex "F00R" frame 30 flex "F01R" frame 31 flex "F02R" frame 32 flex "F03R" frame 33 flex "F04R" frame 34 } eyeball righteye ValveBiped.Bip01_Head1 -1.487 -2.513 65.990 eyeball_r 0.912 -1.000 eyeball_r 1.150 eyeball lefteye ValveBiped.Bip01_Head1 1.487 -2.513 65.990 eyeball_l 0.912 1.000 eyeball_l 1.150 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 35 -0.440000 neutral 35 0.300000 raiser 35 0.330000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 36 -0.440000 neutral 36 - 0.420000 raiser 36 -0.190000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 37 -0.440000 neutral 37 0.300000 raiser 37 0.330000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 38 -0.440000 neutral 38 - 0.420000 raiser 38 -0.190000 split -0.1 eyeball lefteye flexcontroller eyelid right_lid_raiser "range" 0.000 1.000 flexcontroller eyelid left_lid_raiser "range" 0.000 1.000 flexcontroller eyelid right_lid_tightener "range" 0.000 1.000 flexcontroller eyelid left_lid_tightener "range" 0.000 1.000 flexcontroller eyelid right_lid_droop "range" 0.000 1.000 flexcontroller eyelid left_lid_droop "range" 0.000 1.000 flexcontroller eyelid right_lid_closer "range" 0.000 1.000 flexcontroller eyelid left_lid_closer "range" 0.000 1.000 flexcontroller eyelid half_closed "range" 0.000 1.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller brow right_inner_raiser "range" 0.000 1.000 flexcontroller brow left_inner_raiser "range" 0.000 1.000 flexcontroller brow right_outer_raiser "range" 0.000 1.000 flexcontroller brow left_outer_raiser "range" 0.000 1.000 flexcontroller brow right_lowerer "range" 0.000 1.000 flexcontroller brow left_lowerer "range" 0.000 1.000 flexcontroller nose right_cheek_raiser "range" 0.000 1.000 flexcontroller nose left_cheek_raiser "range" 0.000 1.000 flexcontroller nose wrinkler "range" 0.000 1.000 flexcontroller nose dilator "range" 0.000 1.000 flexcontroller mouth right_upper_raiser "range" 0.000 1.000 flexcontroller mouth left_upper_raiser "range" 0.000 1.000 flexcontroller mouth right_corner_puller "range" 0.000 1.000 flexcontroller mouth left_corner_puller "range" 0.000 1.000 flexcontroller mouth right_corner_depressor "range" 0.000 1.000 flexcontroller mouth left_corner_depressor "range" 0.000 1.000 flexcontroller mouth chin_raiser "range" 0.000 1.000 flexcontroller phoneme right_part "range" 0.000 1.000 flexcontroller phoneme left_part "range" 0.000 1.000 flexcontroller phoneme right_puckerer "range" 0.000 1.000 flexcontroller phoneme left_puckerer "range" 0.000 1.000 flexcontroller phoneme right_funneler "range" 0.000 1.000 flexcontroller phoneme left_funneler "range" 0.000 1.000 flexcontroller phoneme right_stretcher "range" 0.000 1.000 flexcontroller phoneme left_stretcher "range" 0.000 1.000 flexcontroller phoneme bite "range" 0.000 1.000 flexcontroller phoneme presser "range" 0.000 1.000 flexcontroller phoneme tightener "range" 0.000 1.000 flexcontroller phoneme jaw_clencher "range" 0.000 1.000 flexcontroller phoneme jaw_drop "range" 0.000 1.000 flexcontroller phoneme right_mouth_drop "range" 0.000 1.000 flexcontroller phoneme left_mouth_drop "range" 0.000 1.000 flexcontroller mouth smile "range" 0.000 1.000 flexcontroller mouth lower_lip "range" 0.000 1.000 flexcontroller head head_rightleft "range" -30.000 30.000 flexcontroller head head_updown "range" -15.000 15.000 flexcontroller head head_tilt "range" -15.000 15.000 flexcontroller eyes eyes_updown "range" -15.000 15.000 flexcontroller eyes eyes_rightleft "range" -30.000 30.000 flexcontroller body body_rightleft "range" -30.000 30.000 flexcontroller chest chest_rightleft "range" -30.000 30.000 flexcontroller head head_forwardback "range" -0.200 0.200 flexcontroller gesture gesture_updown "range" -1.000 1.000 flexcontroller gesture gesture_rightleft "range" -1.000 1.000 flexcontroller finger l_thumb_00 "range" 0.000 1.000 flexcontroller finger l_index_finger_01 "range" 0.000 1.000 flexcontroller finger l_middle_finger_02 "range" 0.000 1.000 flexcontroller finger l_ring_finger_03 "range" 0.000 1.000 flexcontroller finger l_small_finger_04 "range" 0.000 1.000 flexcontroller finger r_thumb_00 "range" 0.000 1.000 flexcontroller finger r_index_finger_01 "range" 0.000 1.000 flexcontroller finger r_middle_finger_02 "range" 0.000 1.000 flexcontroller finger r_ring_finger_03 "range" 0.000 1.000 flexcontroller finger r_small_finger_04 "range" 0.000 1.000 localvar upper_right_raiser %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_neutral %upper_right_neutral = (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_raiser) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_lowerer %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 - right_lid_closer))) localvar upper_left_raiser %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_neutral %upper_left_neutral = (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_raiser) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_lowerer %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 - left_lid_closer))) localvar lower_right_raiser %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 - right_lid_closer)))) localvar lower_right_neutral %lower_right_neutral = (( 1.000 - right_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( right_lid_tightener * 0.500)) * ( 1.000 - ( right_cheek_raiser * 0.250))))) localvar lower_right_lowerer %lower_right_lowerer = 0.000 localvar lower_left_raiser %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 - left_lid_closer)))) localvar lower_left_neutral %lower_left_neutral = (( 1.000 - left_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( left_lid_tightener * 0.500)) * ( 1.000 - ( left_cheek_raiser * 0.250))))) localvar lower_left_lowerer %lower_left_lowerer = 0.000 %AU1R = ( right_inner_raiser * (( 1.000 - right_outer_raiser) * ( 1.000 - right_lowerer))) %AU1L = ( left_inner_raiser * (( 1.000 - left_outer_raiser) * ( 1.000 - left_lowerer))) %AU2R = ( right_outer_raiser * (( 1.000 - right_inner_raiser) * ( 1.000 - right_lowerer))) %AU2L = ( left_outer_raiser * (( 1.000 - left_inner_raiser) * ( 1.000 - left_lowerer))) %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 - right_lowerer))) %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 - left_lowerer))) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator localvar right_open %right_open = ( smile + (( right_part * ( 1.000 - smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar left_open %left_open = ( smile + (( left_part * ( 1.000 - smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar right_lip_suppressor %right_lip_suppressor = (( 1.000 / %right_open) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_lip_suppressor %left_lip_suppressor = (( 1.000 / %left_open) * (( 1.000 - presser) * ( 1.000 - bite))) %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 * %right_lip_suppressor))) %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 * %left_lip_suppressor))) %AU25R = ( right_part * (( right_part * %right_lip_suppressor) * ( 1.000 - smile))) %AU25L = ( left_part * (( left_part * %left_lip_suppressor) * ( 1.000 - smile))) %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor + %left_lip_suppressor)))) %AU18R = ( right_puckerer * ( right_puckerer * %right_lip_suppressor)) %AU18L = ( left_puckerer * ( left_puckerer * %left_lip_suppressor)) %AU22R = ( right_funneler * ( right_funneler * %right_lip_suppressor)) %AU22L = ( left_funneler * ( left_funneler * %left_lip_suppressor)) %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R + %AU22R)))) * ( 1.000 - smile))))) %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L + %AU22L)))) * ( 1.000 - smile))))) localvar right_depressor_suppressor %right_depressor_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) localvar left_depressor_suppressor %left_depressor_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) %AU15R = ( right_corner_depressor * ( right_corner_depressor * %right_depressor_suppressor)) %AU15L = ( left_corner_depressor * ( left_corner_depressor * %left_depressor_suppressor)) localvar right_corner_suppressor %right_corner_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) localvar left_corner_suppressor %left_corner_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) %AU12R = ( right_corner_puller * ( right_corner_puller * %right_corner_suppressor)) %AU12L = ( left_corner_puller * ( left_corner_puller * %left_corner_suppressor)) %AU20R = ( right_stretcher * ( right_stretcher * %right_corner_suppressor)) %AU20L = ( left_stretcher * ( left_stretcher * %left_corner_suppressor)) %AU32 = bite %AU24 = ( presser + (( 1.000 - presser) * tightener)) %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher + jaw_drop))) localvar right_drop_suppressor %right_drop_suppressor = (( 1.000 / (( 0.500 * %right_open) + right_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_drop_suppressor %left_drop_suppressor = (( 1.000 / (( 0.500 * %left_open) + left_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar right_drop %right_drop = ( right_mouth_drop * ( right_mouth_drop * %right_drop_suppressor)) localvar left_drop %left_drop = ( left_mouth_drop * ( left_mouth_drop * %left_drop_suppressor)) %AU26R = ( jaw_drop * (( 1.000 - %right_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU26L = ( jaw_drop * (( 1.000 - %left_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor + % left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R + %AU27L))))) %F00L = l_thumb_00 %F01L = l_index_finger_01 %F02L = l_middle_finger_02 %F03L = l_ring_finger_03 %F04L = l_small_finger_04 %F00R = r_thumb_00 %F01R = r_index_finger_01 %F02R = r_middle_finger_02 %F03R = r_ring_finger_03 %F04R = r_small_finger_04 localvar mouth %mouth = (( %AU27R * 0.500) + (( %AU27L * 0.500) + (( %AU22R * 0.350) + (( %AU22L * 0.350) + (( %AU18R * 0.250) + (( %AU18L * 0.250) + (( %AU25R * 0.350) + (( %AU25L * 0.350) + (( %AU32 * 0.500) + ( %AU12AU25 + ( %AU16 * 0.400))))))))))) } $cdmaterials "models\player\ayaneU\" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -6.653 -6.293 -5.573 9.092 8.287 4.233 $hbox 0 "ValveBiped.Bip01_L_Thigh" -5.890 -3.667 -6.991 15.940 5.601 5.283 $hbox 0 "ValveBiped.Bip01_L_Calf" -1.105 -3.549 -2.861 18.710 3.661 3.696 $hbox 0 "ValveBiped.Bip01_L_Foot" -2.387 -3.414 -2.184 9.568 4.423 3.667 $hbox 0 "ValveBiped.Bip01_L_Toe0" -5.115 -3.193 -2.195 3.585 1.173 3.100 $hbox 0 "ValveBiped.Bip01_R_Thigh" -5.328 -3.667 -2.751 15.940 5.601 6.991 $hbox 0 "ValveBiped.Bip01_R_Calf" -0.788 -3.549 -3.696 18.710 3.661 2.601 $hbox 0 "ValveBiped.Bip01_R_Foot" -2.383 -3.404 -3.679 9.572 4.426 2.194 $hbox 0 "ValveBiped.Bip01_R_Toe0" -5.123 -3.182 -3.297 3.576 1.395 2.119 $hbox 0 "ValveBiped.Bip01_Spine" -5.161 -7.179 -6.202 9.598 5.905 7.435 $hbox 0 "ValveBiped.Bip01_Spine1" -4.929 -6.975 -5.325 7.903 6.688 5.325 $hbox 0 "ValveBiped.Bip01_Spine2" -3.613 -6.992 -6.894 9.401 6.859 6.894 $hbox 0 "ValveBiped.Bip01_Spine4" -4.812 -4.981 -4.138 5.923 7.097 4.682 $hbox 0 "ValveBiped.Bip01_Neck1" -1.995 -3.833 -8.659 11.374 3.928 4.168 $hbox 0 "ValveBiped.Bip01_Head1" -3.574 -5.122 -8.659 8.891 4.431 4.191 $hbox 0 "ValveBiped.Bip01_L_Clavicle" -1.512 -6.423 -3.469 6.229 4.332 3.137 $hbox 0 "ValveBiped.Bip01_L_Forearm" 0.000 -2.153 -1.833 12.596 1.776 1.686 $hbox 0 "ValveBiped.Bip01_L_Hand" -0.485 -1.712 -1.982 4.025 1.263 2.215 $hbox 0 "ValveBiped.Bip01_L_Finger2" -0.349 -0.736 -0.466 2.038 0.686 0.559 $hbox 0 "ValveBiped.Bip01_L_Finger0" -1.014 -0.580 -1.127 2.249 1.932 1.147 $hbox 0 "ValveBiped.Bip01_L_Finger01" -1.670 -0.653 -1.013 1.741 1.328 1.145 $hbox 0 "ValveBiped.Bip01_R_Clavicle" -0.969 -6.637 -5.757 5.246 4.294 3.219 $hbox 0 "ValveBiped.Bip01_R_Forearm" -0.257 -2.123 -1.780 12.596 1.956 1.669 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.245 -1.878 -2.209 4.025 1.263 1.982 $hbox 0 "ValveBiped.Bip01_R_Finger2" -0.349 -0.734 -0.555 2.038 0.686 0.466 $hbox 0 "ValveBiped.Bip01_R_Finger0" -1.013 -0.581 -1.149 2.246 1.934 1.121 $hbox 0 "ValveBiped.Bip01_R_Finger01" -1.668 -0.654 -1.147 1.738 1.331 1.011 $hbox 0 "ValveBiped.Bip01_L_Bust" 0.000 -3.398 -4.006 4.598 3.727 3.490 $hbox 0 "ValveBiped.Bip01_R_Bust" 0.000 -3.398 -3.490 4.598 3.533 4.659 $hbox 0 "ValveBiped.Bip01_L_Ulna" -3.822 -2.025 -1.523 5.189 1.960 1.640 $hbox 0 "ValveBiped.Bip01_R_Ulna" -2.449 -1.671 -1.598 5.189 1.960 1.352 $hbox 0 "ValveBiped.Bip01_L_Wrist" -3.432 -1.571 -1.331 1.398 1.962 1.594 $hbox 0 "ValveBiped.Bip01_R_Wrist" -3.284 -1.571 -1.592 1.398 1.962 1.332 $hbox 0 "ValveBiped.Bip01_L_Elbow" -1.333 -2.225 -1.443 1.849 0.831 1.421 $hbox 0 "ValveBiped.Bip01_R_Elbow" -1.399 -2.216 -1.513 2.961 0.983 1.504 $hbox 0 "ValveBiped.Bip01_L_Bicep" -3.875 -2.038 -1.868 5.407 2.263 1.609 $hbox 0 "ValveBiped.Bip01_R_Bicep" -3.875 -2.188 -1.417 5.548 1.872 1.713 $hbox 0 "ValveBiped.Bip01_L_Shoulder" -3.535 -2.087 -2.551 4.472 2.947 2.043 $hbox 0 "ValveBiped.Bip01_R_Shoulder" -3.432 -1.952 -1.642 4.472 2.684 2.551 $hbox 0 "ValveBiped.Bip01_L_Trapezius" -2.527 -3.142 -3.109 3.332 2.285 2.283 $hbox 0 "ValveBiped.Bip01_R_Trapezius" -2.892 -3.217 -1.831 2.892 1.396 2.953 $hbox 0 "ValveBiped.Bip01_L_Knee" -4.814 -3.009 -3.139 3.671 3.008 2.387 $hbox 0 "ValveBiped.Bip01_R_Knee" -4.810 -3.129 -1.816 3.648 2.546 3.010 // Model uses material "vay0010.vmt" // Model uses material "vay0011.vmt" // Model uses material "ayaetc.vmt" // Model uses material "vay0027.vmt" // Model uses material "vay0012.vmt" // Model uses material "vay0009.vmt" // Model uses material "vay0000.vmt" // Model uses material "vay0001.vmt" // Model uses material "vay0002.vmt" // Model uses material "vay0008.vmt" // Model uses material "vay0003.vmt" // Model uses material "vay0004.vmt" // Model uses material "vay0005.vmt" // Model uses material "vay0006.vmt" // Model uses material "vay0007.vmt" // Model uses material "vay0014.vmt" // Model uses material "ayaetc2.vmt" // Model uses material "vay0017.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "ayaetc3.vmt" // Model uses material "ayacloth.vmt" // Model uses material "aya2022.vmt" // Model uses material "aya2025.vmt" // Model uses material "ayaetc4.vmt" // Model uses material "glint.vmt" $attachment "eyes" "ValveBiped.Bip01_Head1" 2.99 -3.29 0.00 rotate 0.00 -80.10 -0.00 $attachment "lefteye" "ValveBiped.Bip01_Head1" 2.81 -3.89 -1.32 rotate 0.00 -80.10 -0.00 $attachment "righteye" "ValveBiped.Bip01_Head1" 2.81 -3.89 1.30 rotate 0.00 -80.10 -0.00 $attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 0.20 -4.90 0.00 rotate 0.00 -80.00 -90.00 $attachment "amulet" "ValveBiped.Bip01_Spine4" 0.30 5.00 -0.00 rotate -0.00 90.00 90.00 $attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 -0.00 rotate -0.00 83.00 90.00 $attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 -0.00 rotate 0.00 -0.00 0.00 $attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 -0.00 rotate -0.00 -0.00 -0.00 $attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.50 1.00 2.00 rotate -90.00 -90.00 0.00 $attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.50 0.50 -2.00 rotate -90.00 -90.00 0.00 $attachment "physgun_attachment" "ValveBiped.physgun_attachment" 0.00 -0.00 0.00 rotate -90.00 - 90.00 0.00 $attachment "emp" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 5.00 rotate -90.00 -90.00 0.00 $attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28 $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 $includemodel "alyx_animations.mdl" $includemodel "alyx_postures.mdl" $includemodel "alyx_gestures.mdl" $includemodel "humans/female_shared.mdl" $includemodel "humans/female_ss.mdl" $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 $illumposition -0.002 -1.245 34.687 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $collisionjoints "phymodel.smd" { $mass 60.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "valvebiped.bip01_spine1" x limit -20.00 20.00 0.04 $jointconstrain "valvebiped.bip01_spine1" y limit -20.00 20.00 0.04 $jointconstrain "valvebiped.bip01_spine1" z limit -15.00 35.00 0.04 $jointconstrain "valvebiped.bip01_spine2" x limit -20.00 20.00 0.04 $jointconstrain "valvebiped.bip01_spine2" y limit -20.00 20.00 0.04 $jointconstrain "valvebiped.bip01_spine2" z limit -15.00 25.00 0.04 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -90.00 90.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -90.00 25.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.04 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.04 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -90.00 90.00 0.04 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -90.00 25.00 0.04 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.04 $jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.04 $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.04 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.04 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.04 $jointconstrain "valvebiped.bip01_head1" z limit -30.00 30.00 0.04 $jointmassbias "valvebiped.bip01_r_bust" 0.40 $jointinertia "valvebiped.bip01_r_bust" 5.00 $jointrotdamping "valvebiped.bip01_r_bust" 5.00 $jointconstrain "valvebiped.bip01_r_bust" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_bust" y limit -30.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_bust" z limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.04 $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.04 $jointconstrain "valvebiped.bip01_r_thigh" x limit -10.00 10.00 0.04 $jointconstrain "valvebiped.bip01_r_thigh" y limit -30.00 70.00 0.04 $jointconstrain "valvebiped.bip01_r_thigh" z limit -90.00 30.00 0.04 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.04 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.04 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.04 $jointconstrain "valvebiped.bip01_l_thigh" x limit -10.00 10.00 0.04 $jointconstrain "valvebiped.bip01_l_thigh" y limit -70.00 30.00 0.04 $jointconstrain "valvebiped.bip01_l_thigh" z limit -90.00 30.00 0.04 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.04 $jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 126.00 0.04 $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.04 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.04 $jointmassbias "valvebiped.bip01_l_bust" 0.40 $jointinertia "valvebiped.bip01_l_bust" 5.00 $jointrotdamping "valvebiped.bip01_l_bust" 5.00 $jointconstrain "valvebiped.bip01_l_bust" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_bust" y limit -15.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_bust" z limit -15.00 15.00 0.00 }
Looks like somethings up with the rigging, as in those parts that are floating arn't rigged to the skeleton correctly, so they don't move with the anims.
i was afraid of that so now i need to figure out how to rig the model
it took me forever but i figured out what i was doing wrong. The models qc had bindings for the hands that alyx's orginal model didnt have. i deleted them and it worked perfectly aside from the part by the neck but thats hardly noticible.
is there a tutorial for this ?
[QUOTE=sunny710;45521201]is there a tutorial for this ?[/QUOTE] the threads from 2009, its 2014 now, its been 5 years, threads been dead for quite awhile now.
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