• Playermodel has 'spazzing' legs
    5 replies, posted
I recently converted a ragdoll to a playermodel and its all well and good (hitboxes are fine and such) although one issue is that the legs spaz whenever you jump a round a lot or jump side to side. Have I missed out something in the QC or is it more complex than this?
Post your QC file here if you don't mind.
[code]// Created by Crowbar 0.19.0.0 $modelname "player/naruto_pm/naruto.mdl" $bodygroup "S-LoW" { studio "naruto_reference.smd" } $poseparameter "move_yaw" -180 180 0 $poseparameter "body_pitch" -90 90 0 $poseparameter "body_yaw" -90 90 0 $cdmaterials "models\player\slow\shiban_naruto\" $attachment "grenade0" "ValveBiped.Bip01_Spine" 4.08 3.9 8.66 rotate 82.85 25.2 20.51 $attachment "grenade1" "ValveBiped.Bip01_Spine" 3.81 1.45 8.92 rotate 72.71 80.54 78.54 $attachment "grenade2" "ValveBiped.Bip01_Spine" 0 2 -8.82 rotate -77.4 -55.53 -117.32 $attachment "grenade3" "ValveBiped.Bip01_Spine" 3.84 6.03 8.24 rotate 62.51 -75.79 -79.34 $attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.81 3.59 -5.5 rotate -2 -7 80 $attachment "primary" "ValveBiped.Bip01_Spine2" 11.08 -3.21 -5.77 rotate -18.93 178.22 1.07 $attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0 3.5 -4.98 rotate -73.06 90.93 179.75 $attachment "eholster" "ValveBiped.Bip01_L_Thigh" 7.83 -5.91 1.49 rotate 80.18 -62.03 112.43 $attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 5.2 0 rotate 0 0 0 $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 5.2 0 rotate 0 0 0 $attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0 $surfaceprop "flesh" $contents "solid" $eyeposition 0 0 73 $hboxset "cstrike" $hbox 3 "ValveBiped.Bip01_Pelvis" -8.299 -7.727 -5.429 8.299 2.007 6.583 $hbox 6 "ValveBiped.Bip01_L_Thigh" 4.576 -5.377 -3.432 22.879999 3.775 4.576 $hbox 6 "ValveBiped.Bip01_L_Calf" -0.291 -4.295 -3.432 20.882999 3.151 3.432 $hbox 6 "ValveBiped.Bip01_L_Foot" -2.288 -1.144 -2.579 5.72 4.576 2.007 $hbox 6 "ValveBiped.Bip01_L_Toe0" -2.86 -2.808 -2.86 4.004 1.196 1.716 $hbox 7 "ValveBiped.Bip01_R_Thigh" 4.576 -5.377 -3.432 22.879999 3.775 4.576 $hbox 7 "ValveBiped.Bip01_R_Calf" -0.291 -4.295 -3.432 20.882999 3.151 3.432 $hbox 7 "ValveBiped.Bip01_R_Foot" -2.288 -1.144 -2.007 5.72 4.576 2.579 $hbox 7 "ValveBiped.Bip01_R_Toe0" -2.86 -2.808 -1.716 4.004 1.196 2.86 $hbox 3 "ValveBiped.Bip01_Spine1" -9.152 -1.258 -8.008 4.576 11.326 8.008 $hbox 2 "ValveBiped.Bip01_Spine2" -3.068 -3.432 -9.693 13.572 10.317 9.693 $hbox 1 "ValveBiped.Bip01_Neck1" -0.104 -4.576 -2.86 5.512 2.288 2.86 $hbox 1 "ValveBiped.Bip01_Head1" -0.416 -6.24 -3.64 9.36 4.441 3.016 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288 $hbox 4 "ValveBiped.Bip01_L_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.291 -2.465 -1.716 6.583 1.55 2.86 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288 $hbox 5 "ValveBiped.Bip01_R_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.291 -2.465 -2.86 6.583 1.55 1.716 $skipboneinbbox $sequence "ragdoll" "naruto_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 $ikchain "ikclip" "ValveBiped.weapon_bone_Clip" knee 0.707 -0.707 0 $ikautoplaylock "rfoot" 1 0.1 $ikautoplaylock "lfoot" 1 0.1 $collisionjoints "naruto_physics.smd" { $mass 1 $inertia 10 $damping 0.05 $rotdamping 5 $rootbone "valvebiped.bip01_pelvis" $jointrotdamping "ValveBiped.Bip01_Pelvis" 3 $jointmassbias "ValveBiped.Bip01_Spine1" 8 $jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0 $jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0 $jointmassbias "ValveBiped.Bip01_Spine2" 9 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0 $jointmassbias "ValveBiped.Bip01_R_Clavicle" 4 $jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6 $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0 $jointmassbias "ValveBiped.Bip01_L_Clavicle" 4 $jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6 $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0 $jointmassbias "ValveBiped.Bip01_L_UpperArm" 5 $jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0 $jointmassbias "ValveBiped.Bip01_L_Forearm" 4 $jointrotdamping "ValveBiped.Bip01_L_Forearm" 4 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0 $jointrotdamping "ValveBiped.Bip01_L_Hand" 1 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0 $jointmassbias "ValveBiped.Bip01_R_UpperArm" 5 $jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0 $jointmassbias "ValveBiped.Bip01_R_Forearm" 4 $jointrotdamping "ValveBiped.Bip01_R_Forearm" 4 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0 $jointrotdamping "ValveBiped.Bip01_R_Hand" 1 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0 $jointmassbias "ValveBiped.Bip01_R_Thigh" 7 $jointrotdamping "ValveBiped.Bip01_R_Thigh" 7 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0 $jointmassbias "ValveBiped.Bip01_R_Calf" 4 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0 $jointmassbias "ValveBiped.Bip01_L_Thigh" 7 $jointrotdamping "ValveBiped.Bip01_L_Thigh" 7 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0 $jointmassbias "ValveBiped.Bip01_L_Calf" 4 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0 $jointmassbias "ValveBiped.Bip01_Head1" 4 $jointrotdamping "ValveBiped.Bip01_Head1" 3 $jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0 } $bonemerge "ValveBiped.Bip01_Pelvis" $bonemerge "ValveBiped.Bip01_Spine" $bonemerge "ValveBiped.Bip01_Spine1" $bonemerge "ValveBiped.Bip01_Spine2" $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_L_Clavicle" $bonemerge "ValveBiped.Bip01_L_UpperArm" $bonemerge "ValveBiped.Bip01_L_Forearm" $bonemerge "ValveBiped.Bip01_L_Hand" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.weapon_bone" $bonemerge "ValveBiped.weapon_bone_RHand" $bonemerge "ValveBiped.weapon_bone_LHand" $bonemerge "ValveBiped.weapon_bone_Clip" [/code]
You have animation conflicts. You really only need $includemodel "m_anm.mdl" if this is a playermodel.
[QUOTE=CaptainBigButt;45555156]You have animation conflicts. You really only need $includemodel "m_anm.mdl" if this is a playermodel.[/QUOTE] Exactly this, m_anm includes everything playermodels need, only include this one and that's it
Ah thanks, I've been doing that for a while now :P At least I know what not to do in the future. Thanks :D
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