I am back again with another issue (that seems to be reappearing). After adding the male animations, the torso seems to be risen to a higher level than the rest of the body (or the head is lower down).
The QC:
[code]// Created by Crowbar 0.19.0.0
$modelname "nikout\lee.mdl"
$model "lee" "lee_reference.smd" {
eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.463000 -3.600997 69.967964 "lee_eyes_r" 3 4 "iris_unused" 0.9
eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.327000 -3.600997 69.967964 "lee_eyes_l" 3 -4 "iris_unused" 0.9
flexfile "lee.vta"
{
defaultflex frame 0
flexpair "blink" 1 frame 1
flexpair "eyelid_droop" 1 frame 2
flexpair "eyelid_lower_up" 1 frame 3
flexpair "eyelid_upper_up" 1 frame 4
flexpair "eyelid_wide" 1 frame 5
flexpair "eyebrow_up" 1 frame 6
flexpair "eyebrow_down" 1 frame 7
flexpair "eyebrow_outer_down" 1 frame 8
flexpair "eyebrow_outer_up" 1 frame 9
flexpair "smile" 1 frame 10
flexpair "sad" 1 frame 11
flexpair "stretch" 1 frame 12
flexpair "mouth_part" 1 frame 13
flexpair "sniff" 1 frame 14
flexpair "cheek_up" 1 frame 15
flexpair "mouth_open_lower" 1 frame 16
flexpair "mouth_open_upper" 1 frame 17
flex "jaw_down" frame 18
flex "jaw_down_closed" frame 19
flex "relax" frame 20
flex "tongue_out" frame 21
}
flexcontroller phoneme range 0 1 blink_right
flexcontroller phoneme range 0 1 blink_left
flexcontroller phoneme range 0 1 eyelid_droop_right
flexcontroller phoneme range 0 1 eyelid_droop_left
flexcontroller phoneme range 0 1 eyelid_lower_up_right
flexcontroller phoneme range 0 1 eyelid_lower_up_left
flexcontroller phoneme range 0 1 eyelid_upper_up_right
flexcontroller phoneme range 0 1 eyelid_upper_up_left
flexcontroller phoneme range 0 1 eyelid_wide_right
flexcontroller phoneme range 0 1 eyelid_wide_left
flexcontroller phoneme range 0 1 eyebrow_up_right
flexcontroller phoneme range 0 1 eyebrow_up_left
flexcontroller phoneme range 0 1 eyebrow_down_right
flexcontroller phoneme range 0 1 eyebrow_down_left
flexcontroller phoneme range 0 1 eyebrow_outer_down_right
flexcontroller phoneme range 0 1 eyebrow_outer_down_left
flexcontroller phoneme range 0 1 eyebrow_outer_up_right
flexcontroller phoneme range 0 1 eyebrow_outer_up_left
flexcontroller phoneme range 0 1 smile_right
flexcontroller phoneme range 0 1 smile_left
flexcontroller phoneme range 0 1 sad_right
flexcontroller phoneme range 0 1 sad_left
flexcontroller phoneme range 0 1 stretch_right
flexcontroller phoneme range 0 1 stretch_left
flexcontroller phoneme range 0 1 mouth_part_right
flexcontroller phoneme range 0 1 mouth_part_left
flexcontroller phoneme range 0 1 sniff_right
flexcontroller phoneme range 0 1 sniff_left
flexcontroller phoneme range 0 1 cheek_up_right
flexcontroller phoneme range 0 1 cheek_up_left
flexcontroller phoneme range 0 1 mouth_open_lower_right
flexcontroller phoneme range 0 1 mouth_open_lower_left
flexcontroller phoneme range 0 1 mouth_open_upper_right
flexcontroller phoneme range 0 1 mouth_open_upper_left
flexcontroller phoneme range 0 1 jaw_down
flexcontroller phoneme range 0 1 jaw_down_closed
flexcontroller phoneme range 0 1 tongue_out
flexcontroller phoneme range 0 1 relax
flexcontroller eyes range -65 65 eyes_updown
flexcontroller eyes range -65 65 eyes_rightleft
%blinkL = blink_left
%blinkR = blink_right
%eyelid_droopL = eyelid_droop_left
%eyelid_droopR = eyelid_droop_right
%eyelid_lower_upL = eyelid_lower_up_left
%eyelid_lower_upR = eyelid_lower_up_right
%eyelid_upper_upL = eyelid_upper_up_left
%eyelid_upper_upR = eyelid_upper_up_right
%eyelid_wideL = eyelid_wide_left
%eyelid_wideR = eyelid_wide_right
%eyebrow_upL = eyebrow_up_left
%eyebrow_upR = eyebrow_up_right
%eyebrow_downL = eyebrow_down_left
%eyebrow_downR = eyebrow_down_right
%eyebrow_outer_downL = eyebrow_outer_down_left
%eyebrow_outer_downR = eyebrow_outer_down_right
%eyebrow_outer_upL = eyebrow_outer_up_left
%eyebrow_outer_upR = eyebrow_outer_up_right
%smileL = smile_left
%smileR = smile_right
%sadL = sad_left
%sadR = sad_right
%stretchL = stretch_left
%stretchR = stretch_right
%mouth_partL = mouth_part_left
%mouth_partR = mouth_part_right
%sniffL = sniff_left
%sniffR = sniff_right
%cheek_upL = cheek_up_left
%cheek_upR = cheek_up_right
%mouth_open_lowerL = mouth_open_lower_left
%mouth_open_lowerR = mouth_open_lower_right
%mouth_open_upperL = mouth_open_upper_left
%mouth_open_upperR = mouth_open_upper_right
%jaw_down = jaw_down
%jaw_down_closed = jaw_down_closed
%tongue_out = tongue_out
%relax = relax
}
$mostlyopaque
$cdmaterials "models\thewalkingdead\lee_everett\"
$texturegroup "skinfamilies"
{
{
"lee_arms_d.vmt"
"lee_head_d.vmt"
"lee_eyes_l.vmt"
"lee_eyes_r.vmt"
}
{
"lee_arms_i.vmt"
"lee_head_i.vmt"
"lee_eyes_i_L.vmt"
"lee_eyes_i_R.vmt"
}
}
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.5 -3.98 -0.1 rotate 0 -80.1 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 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_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$surfaceprop "flesh"
$contents "solid"
$eyeposition 0 0 70
$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
$sequence "ragdoll" "lee_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}
$includemodel "m_anm.mdl"
$includemodel "cs_fix.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$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 "lee_physics.smd"
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -55 90 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -110 120 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -12 145 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -90 55 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -110 125 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 145 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -55 35 0
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -65 95 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -10 10 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit -15 15 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -115 150 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -135 135 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -140 30 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -77 60 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -70 70 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -10 10 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit -15 15 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -150 115 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -135 135 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -140 30 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -65 40 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -55 35 0
}
$collisiontext
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_Spine1"
}
}
[/code]
Sorry to keep posting, I just want to know if this is an error that can easily be fixed. Thanks! :D
Well, you still have more sets of animations then you need. In any case, would you mind posting a screen shot?
Sure :) Didn't even see the extra animations so I'll remove the rest and see how it goes, thanks :D
[editline]1st August 2014[/editline]
Removing the extra animations didn't seem to help. [URL="http://cloud-4.steampowered.com/ugc/26212572909488049/FFDB3566D9AD5B9ACC001D2ACAD9AB7A33D1C4A3/1024x576.resizedimage"]Image[/URL]
Where did the skeleton you're using on this model come from?
It was originally a ragdoll if that's what you're asking.
pretty sure it's on a l4d biped
Well, that would explain it then. I didn't re-rig my models on the Left 4 Dead biped, I just manipulated a few of the bones. It's not the best idea. In any case, the Left 4 Dead biped has a few minor changes to the bones, primarily being the spine2 vs spine4 as well as the thumbs being adjusted.
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