• Citizen animations problem
    21 replies, posted
Hi, i made some animations for the citizens, but all the animations have all messed up and look like this. [IMG]http://img43.imageshack.us/img43/258/error2v.png[/IMG] [IMG]http://img59.imageshack.us/img59/9053/error1x.png[/IMG] You can see that the his body is facing the wrong direction. What could be causing this?
Looks like your having the same problem I had with the skeleton, did you use Milkshape's default one or a decompiled skeleton in Milkshape?
huh, i didnt use milkshape, i animated it in 3ds max 2010. All my viewmodels ive done in 3ds max have worked
[QUOTE=tomboy083;24385838]huh, i didnt use milkshape, i animated it in 3ds max 2010. All my viewmodels ive done in 3ds max have worked[/QUOTE] Humm, ok still looks like the bones are being rotated the wrong direction :S
I didnt rotate them in that direction, it just happened
[QUOTE=tomboy083;24385931]I didnt rotate them in that direction, it just happened[/QUOTE] Thats what I meant.
any suggestions on what i could do?
is there anyway at all i can fix it?
The pose parameters probably messed up your animation, it can usually be fixed through the .qc. Let's see the qc, i'll see if i can fix it. :< If you want this to be done quick you can upload the files and .qc, i'm just shooting guesses here so it'd be easier if i had the files.
[QUOTE=Naelstrom;24392616]The pose parameters probably messed up your animation, it can usually be fixed through the .qc. Let's see the qc, i'll see if i can fix it. :< If you want this to be done quick you can upload the files and .qc, i'm just shooting guesses here so it'd be easier if i had the files.[/QUOTE] Is there anything i can use like a text box or something so i can show you the .qc and it wont stretch this entire page
[noparse][code].qc here[/code][/noparse]
Thanks [code]$cd "C:\Documents and Settings\Thomas\Desktop\M Animations\Animations" $modelname "Humans\male_shared.mdl" $poseparameter move_yaw -180.00 180.00 360.00 $poseparameter aim_yaw -60.00 60.00 $poseparameter aim_pitch -88.88 50.00 $poseparameter body_yaw -29.81 29.81 $poseparameter spine_yaw -30.82 30.82 $poseparameter neck_trans -0.15 0.17 $poseparameter head_yaw -45.00 45.00 $poseparameter head_pitch -19.96 22.96 $poseparameter head_roll -10.87 10.77 $cdmaterials "models\humans\male_animations/" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -3.890 -0.000 -2.982 3.890 3.345 0.000 $hbox 0 "ValveBiped.Bip01_Spine4" 0.000 -0.000 -1.938 3.307 1.001 1.938 $hbox 0 "ValveBiped.Bip01_R_Hand" 0.000 -1.712 -1.331 3.942 0.050 1.193 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000 -1.712 -1.192 3.942 0.047 1.332 $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 $attachment "eyes" "ValveBiped.Bip01_Head1" 4.35 -2.97 0.01 rotate -3.20 -76.10 -90.00 $surfaceprop "default" $illumposition 0.715 -0.423 33.212 $sequence idle_subtle "idle_subtle" loop ACT_IDLE 1 fps 30.00 node standing $sequence idle_angry "idle_subtle" loop ACT_IDLE_ANGRY 1 fps 30.00 node standing $sequence LineIdle01 "LineIdle01" loop ACT_BUSY_QUEUE 1 fps 30.00 $sequence LineIdle02 "LineIdle02" loop ACT_BUSY_QUEUE 1 fps 30.00 $sequence LineIdle03 "LineIdle03" loop ACT_BUSY_QUEUE 1 fps 30.00 $sequence LineIdle04 "LineIdle04" loop ACT_BUSY_QUEUE 1 fps 30.00 $sequence Crouch_idleD "Crouch_idleD" loop ACT_COVER_LOW -1 fps 30.00 node crouching $sequence layer_crouch_walk_no_weapon "layer_crouch_walk_no_weapon" fps 30.00 $sequence layer_crouch_run_no_weapon "layer_crouch_run_no_weapon" fps 30.00 $animation a_WalkS_Moderate "a_WalkS_Moderate" loop fps 31.000000 $animation a_WalkSE_Moderate "a_WalkSE_Moderate" loop fps 30.000000 $animation a_WalkE_Moderate "a_WalkE_Moderate" loop fps 33.000000 $animation a_WalkNE_Moderate "a_WalkNE_Moderate" loop fps 32.000000 $animation a_WalkN_Moderate "a_WalkN_Moderate" loop fps 32.000000 $animation a_WalkNW_Moderate "a_WalkNW_Moderate" loop fps 32.000000 $animation a_WalkW_Moderate "a_WalkW_Moderate" loop fps 33.000000 $animation a_WalkSW_Moderate "a_WalkSW_Moderate" loop fps 30.000000 $sequence walk_all_Moderate "a_WalkS_Moderate" loop fps 31.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 25 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE_Moderate a_WalkE_Moderate a_WalkNE_Moderate a_WalkN_Moderate a_WalkNW_Moderate a_WalkW_Moderate a_WalkSW_Moderate a_WalkS_Moderate } $animation a_WalkS "a_WalkS" loop fps 30.000000 $animation a_WalkSE "a_WalkSE" loop fps 30.000000 $animation a_WalkE "a_WalkE" loop fps 30.000000 $animation a_WalkNE "a_WalkNE" loop fps 30.000000 $animation a_WalkN "a_WalkN" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 30.000000 $animation a_WalkW "a_WalkW" loop fps 30.000000 $animation a_WalkSW "a_WalkSW" loop fps 30.000000 $sequence walk_all "a_WalkS" loop ACT_WALK 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 22 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_RunS "a_RunS" loop fps 31.000000 $animation a_RunSE "a_RunSE" loop fps 29.000000 $animation a_RunE "a_RunE" loop fps 31.000000 $animation a_RunNE "a_RunNE" loop fps 29.000000 $animation a_RunN "a_RunN" loop fps 30.000000 $animation a_RunNW "a_RunNW" loop fps 28.000000 $animation a_RunW "a_RunW" loop fps 32.000000 $animation a_RunSW "a_RunSW" loop fps 31.000000 $sequence run_all "a_RunS" loop ACT_RUN 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 15 "NPC_Citizen" } 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 } $animation a_sprint "a_sprint" loop fps 30.000000 $sequence sprint_all "a_RunS" loop fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 14 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_sprint a_RunNW a_RunW a_RunSW a_RunS } $animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 $animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000 $animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000 $animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000 $animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000 $animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000 $animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000 $animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000 $sequence Crouch_walk_all "a_Crouch_walkS" loop ACT_WALK_CROUCH 1 fps 30.00 node walk_crouching { 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 mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation a_crouch_runS_delta "a_crouch_runS_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runSE_delta "a_crouch_runSE_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runE_delta "a_crouch_runE_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runNE_delta "a_crouch_runNE_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runN_delta "a_crouch_runN_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runNW_delta "a_crouch_runNW_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runW_delta "a_crouch_runW_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_crouch_runSW_delta "a_crouch_runSW_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence crouch_run_all_delta "a_crouch_runS_delta" fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 delta a_crouch_runSE_delta a_crouch_runE_delta a_crouch_runNE_delta a_crouch_runN_delta a_crouch_runNW_delta a_crouch_runW_delta a_crouch_runSW_delta a_crouch_runS_delta } $animation a_Crouch_runN "a_Crouch_runN" loop fps 30.000000 $sequence crouchRUNALL1 "a_RunS" loop ACT_RUN_CROUCH 1 fps 31.00 node run_crouching { blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_Crouch_runN a_RunNW a_RunW a_RunSW a_RunS } $sequence Stand_to_crouch "Stand_to_crouch" ACT_TRANSITION 1 fps 30.00 transition standing crouching $sequence Crouch_to_stand "Crouch_to_stand" ACT_TRANSITION 1 fps 30.00 transition crouching standing $sequence Open_door_away "Open_door_away" fps 30.00 $sequence Open_door_towards_right "Open_door_towards_right" fps 30.00 $sequence Open_door_towards_left "Open_door_towards_left" fps 30.00 $sequence turnleft "turnleft" ACT_GESTURE_TURN_LEFT 1 fps 10.00 $sequence turnright "turnright" ACT_GESTURE_TURN_RIGHT 1 fps 10.00 $sequence gesture_turn_left_45default "gesture_turn_left_45default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45inDelta "gesture_turn_left_45inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45outDelta "gesture_turn_left_45outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45 "gesture_turn_left_45" ACT_GESTURE_TURN_LEFT45 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90default "gesture_turn_left_90default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90inDelta "gesture_turn_left_90inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90outDelta "gesture_turn_left_90outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90 "gesture_turn_left_90" ACT_GESTURE_TURN_LEFT90 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45default "gesture_turn_right_45default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45inDelta "gesture_turn_right_45inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45outDelta "gesture_turn_right_45outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45 "gesture_turn_right_45" ACT_GESTURE_TURN_RIGHT45 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90default "gesture_turn_right_90default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90inDelta "gesture_turn_right_90inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90outDelta "gesture_turn_right_90outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90 "gesture_turn_right_90" ACT_GESTURE_TURN_RIGHT90 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45_flatdefault "gesture_turn_left_45_flatdefault" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45_flatinDelta "gesture_turn_left_45_flatinDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45_flatoutDelta "gesture_turn_left_45_flatoutDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45_flat "gesture_turn_left_45_flat" ACT_GESTURE_TURN_LEFT45_FLAT 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90_flatdefault "gesture_turn_left_90_flatdefault" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90_flatinDelta "gesture_turn_left_90_flatinDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90_flatoutDelta "gesture_turn_left_90_flatoutDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90_flat "gesture_turn_left_90_flat" ACT_GESTURE_TURN_LEFT90_FLAT 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45_flatdefault "gesture_turn_right_45_flatdefault" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45_flatinDelta "gesture_turn_right_45_flatinDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45_flatoutDelta "gesture_turn_right_45_flatoutDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45_flat "gesture_turn_right_45_flat" ACT_GESTURE_TURN_RIGHT45_FLAT 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90_flatdefault "gesture_turn_right_90_flatdefault" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90_flatinDelta "gesture_turn_right_90_flatinDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90_flatoutDelta "gesture_turn_right_90_flatoutDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90_flat "gesture_turn_right_90_flat" ACT_GESTURE_TURN_RIGHT90_FLAT 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence Startle_behind "Startle_behind" fps 30.00 $sequence photo_react_blind "photo_react_blind" ACT_CIT_BLINDED 1 fps 30.00 $sequence photo_react_startle "photo_react_startle" ACT_CIT_STARTLED 1 fps 30.00 $sequence ThrowItem "ThrowItem" fps 30.00 { { event 1 32 } } $sequence Heal "Heal" ACT_CIT_HEAL 1 fps 30.00 { { event 1 31 } } $sequence Wave "Wave" ACT_SIGNAL1 1 fps 30.00 $sequence Wave_close "Wave_close" ACT_SIGNAL2 1 fps 30.00 $sequence DuckUnder "DuckUnder" fps 30.00 $sequence crouchidlehide "crouchidlehide" loop fps 30.00 node crouchhide $sequence standtocrouchhide "standtocrouchhide" ACT_TRANSITION 1 fps 30.00 transition standing crouchhide $sequence crouchhidetostand "crouchhidetostand" ACT_TRANSITION 1 fps 30.00 transition crouchhide standing $sequence scaredidle "scaredidle" loop fps 30.00 node standing $sequence preSkewer "preSkewer" fps 30.00 $sequence Fear_Reaction "Fear_Reaction" fps 30.00 $sequence Fear_Reaction_Idle "Fear_Reaction_Idle" loop fps 30.00 $sequence cower "cower" ACT_COWER 1 fps 30.00 $sequence cower_Idle "cower_Idle" loop fps 30.00 $sequence layer_run_protected "layer_run_protected" fps 30.00 $animation a_RunN_protected "a_RunN_protected" loop fps 30.000000 $sequence run_protected_all "a_RunS" loop ACT_RUN_PROTECTED 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 15 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_protected a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_luggage_walk "layer_luggage_walk" fps 30.00 $animation a_luggage_walk "a_luggage_walk" loop fps 30.000000 $sequence luggage_walk_all "a_WalkS" loop ACT_WALK_SUITCASE 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_luggage_walk a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_pace "layer_pace" fps 30.00 $animation a_pace "a_pace" loop fps 30.000000 $sequence pace_all "a_WalkS" loop fps 30.00 node walking { blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_pace a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_walk_midspeed "layer_walk_midspeed" fps 30.00 $animation a_walk_midspeed "a_walk_midspeed" loop fps 30.000000 $sequence plaza_walk_all "a_WalkS" loop fps 30.00 node walking { { event 6004 10 "NPC_Citizen" } { event 6005 27 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_walk_midspeed a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence deathpose_front "deathpose_front" ACT_DIE_FRONTSIDE 1 fps 1.00 $sequence deathpose_back "deathpose_back" ACT_DIE_BACKSIDE 1 fps 1.00 $sequence deathpose_right "deathpose_right" ACT_DIE_RIGHTSIDE 1 fps 1.00 $sequence deathpose_left "deathpose_left" ACT_DIE_LEFTSIDE 1 fps 1.00 $sequence Idle_Angry_SMG1 "Idle_Angry_SMG1" loop ACT_IDLE_SMG1 1 fps 30.00 node standing $sequence Idle_Angry_Shotgun "Idle_Angry_Shotgun" loop ACT_IDLE_SHOTGUN_AGITATED 1 fps 30.00 node standing $sequence Idle_SMG1_Aim "Idle_SMG1_Aim" loop ACT_IDLE_ANGRY_SMG1 1 fps 30.00 node shooting $sequence Idle_SMG1_Aim_Alert "Idle_SMG1_Aim_Alert" loop ACT_IDLE_AIM_RIFLE_STIMULATED 1 fps 30.00 node standing $sequence shoot_smg1 "shoot_smg1" ACT_RANGE_ATTACK_SMG1 1 fps 25.00 node shooting $sequence shoot_ar2 "shoot_ar2" ACT_RANGE_ATTACK_AR2 1 fps 25.00 node shooting $sequence shoot_shotgun "shoot_shotgun" ACT_RANGE_ATTACK_SHOTGUN 1 fps 30.00 node shooting $sequence shoot_rpg "shoot_rpg" ACT_RANGE_ATTACK_RPG 1 fps 30.00 node shootingRPG $sequence reload_smg1 "reload_smg1" ACT_RELOAD_SMG1 1 fps 40.00 node standing { { event 3015 60 } } $sequence gesture_reload_smg1spine "gesture_reload_smg1spine" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_reload_smg1arms "gesture_reload_smg1arms" fps 30.00 $sequence gesture_reload_smg1 "gesture_reload_smg1" ACT_GESTURE_RELOAD_SMG1 1 fps 40.00 subtract mdldecompiler_delta.smd 0 node standing { { event 3015 60 } } $sequence gesture_shoot_ar2 "gesture_shoot_ar2" ACT_GESTURE_RANGE_ATTACK_AR2 1 fps 25.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_shoot_smg1 "gesture_shoot_smg1" ACT_GESTURE_RANGE_ATTACK_SMG1 1 fps 25.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_shoot_shotgun "gesture_shoot_shotgun" ACT_GESTURE_RANGE_ATTACK_SHOTGUN 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_shoot_rpg "gesture_shoot_rpg" ACT_GESTURE_RANGE_ATTACK_RPG 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence IdleAngryToShootDelta "IdleAngryToShootDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence IdleAngryToShoot "IdleAngryToShoot" ACT_TRANSITION 1 fps 30.00 subtract mdldecompiler_delta.smd 0 transition standing shooting $sequence ShootToIdleAngryDelta "ShootToIdleAngryDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence ShootToIdleAngry "ShootToIdleAngry" ACT_TRANSITION 1 fps 30.00 subtract mdldecompiler_delta.smd 0 transition shooting standing $sequence CrouchDToShoot "CrouchDToShoot" ACT_TRANSITION 1 fps 30.00 transition crouching shooting $sequence ShootToCrouchD "ShootToCrouchD" ACT_TRANSITION 1 fps 30.00 transition shooting crouching $sequence CrouchDToStand "CrouchDToStand" ACT_TRANSITION 1 fps 30.00 transition crouching standing $sequence StandToCrouchD "StandToCrouchD" ACT_TRANSITION 1 fps 30.00 transition standing crouching $sequence CrouchDToCrouchShoot "CrouchDToCrouchShoot" ACT_TRANSITION 1 fps 30.00 transition crouching crouchShooting $sequence CrouchShootToCrouchD "CrouchShootToCrouchD" ACT_TRANSITION 1 fps 30.00 transition crouchShooting crouching $sequence Cover_R "Cover_R" loop fps 30.00 $sequence Cover_L "Cover_L" loop fps 30.00 $sequence CoverLow_R "CoverLow_R" loop fps 30.00 $sequence CoverLow_L "CoverLow_L" loop fps 30.00 $sequence DiveF "DiveF" loop fps 30.00 $sequence Cover_LToShootSMG1 "Cover_LToShootSMG1" ACT_TRANSITION 1 fps 30.00 transition cover_L shooting $sequence Cover_RToShootSMG1 "Cover_RToShootSMG1" ACT_TRANSITION 1 fps 30.00 transition cover_R shooting $sequence CoverLow_LToShootSMG1 "CoverLow_LToShootSMG1" ACT_TRANSITION 1 fps 30.00 transition cover_L shooting $sequence CoverLow_RToShootSMG1 "CoverLow_RToShootSMG1" ACT_TRANSITION 1 fps 30.00 transition cover_R shooting $sequence ShootSMG1ToCover_L "ShootSMG1ToCover_L" ACT_TRANSITION 1 fps 30.00 transition shooting cover_L $sequence ShootSMG1ToCover_R "ShootSMG1ToCover_R" ACT_TRANSITION 1 fps 30.00 transition shooting cover_R $sequence ShootSMG1ToCoverLow_L "ShootSMG1ToCoverLow_L" ACT_TRANSITION 1 fps 30.00 transition shooting coverlow_l $sequence ShootSMG1ToCoverLow_R "ShootSMG1ToCoverLow_R" ACT_TRANSITION 1 fps 30.00 transition shooting coverlow_r $sequence crouch_shoot_smg1 "crouch_shoot_smg1" ACT_RANGE_ATTACK_SMG1_LOW 1 fps 25.00 node crouchShooting { { event 3002 0 } } $sequence crouch_aim_smg1 "crouch_aim_smg1" loop ACT_RANGE_AIM_SMG1_LOW 1 fps 30.00 node crouchShooting $sequence crouch_reload_smg1 "crouch_reload_smg1" ACT_RELOAD_SMG1_LOW 1 fps 40.00 node crouching { { event 3015 60 } } $sequence shootp1 "shootp1" ACT_RANGE_ATTACK_PISTOL 1 fps 4.00 { { event 3014 1 } } $sequence gesture_shootp1 "gesture_shootp1" ACT_GESTURE_RANGE_ATTACK_PISTOL 1 fps 4.00 subtract mdldecompiler_delta.smd 0 { { event 3014 1 } } $sequence reload_pistol "reload_pistol" ACT_RELOAD_PISTOL 1 fps 30.00 { { event 3015 0 } } $sequence crouch_shoot_pistol "crouch_shoot_pistol" ACT_RANGE_ATTACK_PISTOL_LOW 1 fps 18.00 { { event 3014 4 } } $sequence crouch_reload_pistol "crouch_reload_pistol" ACT_RELOAD_PISTOL_LOW 1 fps 30.00 { { event 3015 0 } } $sequence throw1 "throw1" ACT_RANGE_ATTACK_THROW 1 fps 30.00 { { event 3005 28 } } $sequence swing "swing" ACT_MELEE_ATTACK_SWING 1 fps 30.00 { { event 3001 16 } } $sequence idle_angry_melee "idle_angry_melee" loop ACT_IDLE_ANGRY_MELEE 1 fps 30.00 node standing $sequence MeleeAttack01 "MeleeAttack01" fps 30.00 $sequence pickup "pickup" ACT_PICKUP_GROUND 1 fps 30.00 { { event 2040 13 } } $sequence gunrack "gunrack" ACT_PICKUP_RACK 1 fps 30.00 { { event 2040 15 } } $sequence smgdraw "smgdraw" fps 30.00 { { event 1003 14 "1" } } $sequence Fear_Reaction_gesturespine "Fear_Reaction_gesturespine" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence Fear_Reaction_gesturearms "Fear_Reaction_gesturearms" fps 30.00 $sequence Fear_Reaction_gesture "Fear_Reaction_gesture" ACT_GESTURE_FLINCH_BLAST 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence Wave_SMG1 "Wave_SMG1" fps 30.00 $animation a_run_aim_straight_up "a_run_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_up_right "a_run_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_mid_right "a_run_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_down_right "a_run_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_up_center "a_run_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_mid_center "a_run_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_down_center "a_run_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_up_left "a_run_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_mid_left "a_run_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_down_left "a_run_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence layer_Aim_all "a_run_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_run_aim_up_right a_run_aim_mid_right a_run_aim_down_right a_run_aim_straight_up a_run_aim_up_center a_run_aim_mid_center a_run_aim_down_center a_run_aim_straight_up a_run_aim_up_left a_run_aim_mid_left a_run_aim_down_left } $animation a_run_aim_Alert_straight_up "a_run_aim_Alert_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_up_right "a_run_aim_Alert_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_mid_right "a_run_aim_Alert_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_down_right "a_run_aim_Alert_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_up_center "a_run_aim_Alert_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_mid_center "a_run_aim_Alert_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_down_center "a_run_aim_Alert_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_up_left "a_run_aim_Alert_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_mid_left "a_run_aim_Alert_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_run_aim_Alert_down_left "a_run_aim_Alert_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence layer_Aim_Alert_all "a_run_aim_Alert_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_run_aim_Alert_up_right a_run_aim_Alert_mid_right a_run_aim_Alert_down_right a_run_aim_Alert_straight_up a_run_aim_Alert_up_center a_run_aim_Alert_mid_center a_run_aim_Alert_down_center a_run_aim_Alert_straight_up a_run_aim_Alert_up_left a_run_aim_Alert_mid_left a_run_aim_Alert_down_left } $animation a_runSMG_aim_straight_up "a_runSMG_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_up_right "a_runSMG_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_mid_right "a_runSMG_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_down_right "a_runSMG_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_up_center "a_runSMG_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_mid_center "a_runSMG_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_down_center "a_runSMG_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_up_left "a_runSMG_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_mid_left "a_runSMG_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSMG_aim_down_left "a_runSMG_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence layer_runAim_all "a_runSMG_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_runSMG_aim_up_right a_runSMG_aim_mid_right a_runSMG_aim_down_right a_runSMG_aim_straight_up a_runSMG_aim_up_center a_runSMG_aim_mid_center a_runSMG_aim_down_center a_runSMG_aim_straight_up a_runSMG_aim_up_left a_runSMG_aim_mid_left a_runSMG_aim_down_left } $animation a_walkSMG_aim_straight_up "a_walkSMG_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_up_right "a_walkSMG_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_mid_right "a_walkSMG_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_down_right "a_walkSMG_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_up_center "a_walkSMG_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_mid_center "a_walkSMG_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_down_center "a_walkSMG_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_up_left "a_walkSMG_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_mid_left "a_walkSMG_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSMG_aim_down_left "a_walkSMG_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence layer_walkAlertAim_all "a_walkSMG_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_walkSMG_aim_up_right a_walkSMG_aim_mid_right a_walkSMG_aim_down_right a_walkSMG_aim_straight_up a_walkSMG_aim_up_center a_walkSMG_aim_mid_center a_walkSMG_aim_down_center a_walkSMG_aim_straight_up a_walkSMG_aim_up_left a_walkSMG_aim_mid_left a_walkSMG_aim_down_left } $sequence layer_walk_aiming "layer_walk_aiming" fps 30.00 $sequence layer_walk_holding "layer_walk_holding" fps 30.00 $sequence layer_run_aiming "layer_run_aiming" fps 30.00 $sequence layer_crouch_run_aiming "layer_crouch_run_aiming" fps 30.00 $sequence layer_crouch_walk_aiming "layer_crouch_walk_aiming" fps 30.00 $animation a_walkS_aim_delta "a_walkS_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSE_aim_delta "a_walkSE_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkE_aim_delta "a_walkE_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkNE_aim_delta "a_walkNE_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkN_aim_delta "a_walkN_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkNW_aim_delta "a_walkNW_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkW_aim_delta "a_walkW_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSW_aim_delta "a_walkSW_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_walk_all_delta "a_walkS_aim_delta" fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 delta a_walkSE_aim_delta a_walkE_aim_delta a_walkNE_aim_delta a_walkN_aim_delta a_walkNW_aim_delta a_walkW_aim_delta a_walkSW_aim_delta a_walkS_aim_delta } $sequence layer_walk_alert_holding "layer_walk_alert_holding" fps 30.00 $animation a_WalkN_alert_SMG "a_WalkN_alert_SMG" loop fps 30.000000 $sequence walkAlertHOLDALL1 "a_WalkS" loop ACT_WALK_RIFLE_STIMULATED 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN_alert_SMG a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_walk_alert_aiming "layer_walk_alert_aiming" fps 30.00 $sequence walkAlertAimALL1 "a_WalkS" loop ACT_WALK_AIM_RIFLE_STIMULATED 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN_alert_SMG a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_run_alert_holding "layer_run_alert_holding" fps 30.00 $animation a_RunN_alert_SMG "a_RunN_alert_SMG" loop fps 30.000000 $sequence run_alert_holding_all "a_RunS" loop ACT_RUN_RIFLE_STIMULATED 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_alert_SMG a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_run_alert_aiming "layer_run_alert_aiming" fps 30.00 $sequence run_alert_aiming_all "a_RunS" loop ACT_RUN_AIM_RIFLE_STIMULATED 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_alert_SMG a_RunNW a_RunW a_RunSW a_RunS } $animation a_WalkN_SMG "a_WalkN_SMG" loop fps 30.000000 $sequence walkAIMALL1 "a_WalkS" loop ACT_WALK_AIM_RIFLE 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN_SMG a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walkHOLDALL1 "a_WalkS" loop ACT_WALK_RIFLE 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN_SMG a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_run_holding "layer_run_holding" fps 30.00 $animation a_RunN_SMG "a_RunN_SMG" loop fps 30.000000 $sequence run_holding_all "a_RunS" loop ACT_RUN_RIFLE 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_SMG a_RunNW a_RunW a_RunSW a_RunS } $sequence run_aiming_all "a_RunS" loop ACT_RUN_AIM_RIFLE 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_SMG a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_crouch_run_holding "layer_crouch_run_holding" fps 30.00 $sequence crouchRUNHOLDINGALL1 "a_RunS" loop ACT_RUN_CROUCH_RIFLE 1 fps 31.00 node run_crouching { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_Crouch_runN a_RunNW a_RunW a_RunSW a_RunS } $sequence crouchRUNAIMINGALL1 "a_RunS" loop ACT_RUN_CROUCH_AIM_RIFLE 1 fps 31.00 node run_crouching { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_Crouch_runN a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_crouch_walk_holding "layer_crouch_walk_holding" fps 30.00 $sequence Crouch_walk_holding_all "a_Crouch_walkS" loop ACT_WALK_CROUCH_RIFLE 1 fps 30.00 node walk_crouching { 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 Crouch_walk_aiming_all "a_Crouch_walkS" loop ACT_WALK_CROUCH_AIM_RIFLE 1 fps 30.00 node walk_crouching { 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 Man_Gun_up_right "Man_Gun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_mid_right "Man_Gun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_down_right "Man_Gun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_up_center "Man_Gun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_mid_center "Man_Gun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_down_center "Man_Gun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_up_left "Man_Gun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_mid_left "Man_Gun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_down_left "Man_Gun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence Man_Gun_Aim_all "Man_Gun_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -60.000000 60.000000 delta Man_Gun_mid_right Man_Gun_down_right Man_Gun_up_center Man_Gun_mid_center Man_Gun_down_center Man_Gun_up_left Man_Gun_mid_left Man_Gun_down_left } $sequence Man_Gun "Man_Gun" loop ACT_IDLE_MANNEDGUN 1 fps 30.00 $sequence Idle_SMG1_Relaxed "Idle_SMG1_Relaxed" loop ACT_NEUTRAL_SMG1_RELAXED 1 fps 30.00 node StandingSMGRelaxed $sequence layer_walk_holding_SMG1_Relaxed "layer_walk_holding_SMG1_Relaxed" fps 30.00 $sequence walk_SMG1_Relaxed_all "a_WalkS" loop ACT_WALK_RIFLE_RELAXED 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_run_holding_SMG1_Relaxed "layer_run_holding_SMG1_Relaxed" fps 30.00 $animation a_RunN_SMG1_Relaxed "a_RunN_SMG1_Relaxed" loop fps 30.000000 $sequence run_SMG1_Relaxed_all "a_RunS" loop ACT_RUN_RIFLE_RELAXED 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_SMG1_Relaxed a_RunNW a_RunW a_RunSW a_RunS } $sequence Idle_RPG_Relaxed "Idle_RPG_Relaxed" loop ACT_IDLE_RPG_RELAXED 1 fps 30.00 $sequence Idle_Angry_RPG "Idle_Angry_RPG" loop ACT_IDLE_RPG 1 fps 30.00 node standing $sequence Idle_RPG_Aim "Idle_RPG_Aim" loop ACT_IDLE_ANGRY_RPG 1 fps 30.00 node shootingRPG $sequence Crouch_Idle_RPG "Crouch_Idle_RPG" loop ACT_COVER_LOW_RPG 1 fps 30.00 node crouching $sequence StandToShootRPGfake "StandToShootRPGfake" ACT_TRANSITION 1 fps 30.00 subtract mdldecompiler_delta.smd 0 transition standing shootingRPG $sequence ShootToStandRPGfake "ShootToStandRPGfake" ACT_TRANSITION 1 fps 30.00 subtract mdldecompiler_delta.smd 0 transition shootingRPG standing $sequence CrouchToShootRPGfake "CrouchToShootRPGfake" ACT_TRANSITION 1 fps 30.00 subtract mdldecompiler_delta.smd 0 transition crouching shootingRPG $sequence ShootToCrouchRPGfake "ShootToCrouchRPGfake" ACT_TRANSITION 1 fps 30.00 subtract mdldecompiler_delta.smd 0 transition shootingRPG crouching $sequence layer_walk_holding_RPG "layer_walk_holding_RPG" fps 30.00 $sequence walk_holding_RPG_all "a_WalkS" loop ACT_WALK_RPG 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN_alert_SMG a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_run_holding_RPG "layer_run_holding_RPG" fps 30.00 $animation a_RunN_RPG "a_RunN_RPG" loop fps 30.000000 $sequence run_holding_RPG_all "a_RunS" loop ACT_RUN_RPG 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_RPG a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_crouch_walk_holding_RPG "layer_crouch_walk_holding_RPG" fps 30.00 $sequence Crouch_walk_holding_RPG_all "a_Crouch_walkS" loop ACT_WALK_CROUCH_RPG 1 fps 30.00 node walk_crouching { 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 layer_crouch_run_holding_RPG "layer_crouch_run_holding_RPG" fps 30.00 $sequence crouch_run_holding_RPG_all "a_RunS" loop ACT_RUN_CROUCH_RPG 1 fps 31.00 node run_crouching { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_Crouch_runN a_RunNW a_RunW a_RunSW a_RunS } $animation a_RPG_aim_straight_up "a_RPG_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_up_right "a_RPG_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_mid_right "a_RPG_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_down_right "a_RPG_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_up_center "a_RPG_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_mid_center "a_RPG_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_down_center "a_RPG_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_up_left "a_RPG_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_mid_left "a_RPG_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_RPG_aim_down_left "a_RPG_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence layer_Aim_RPG_all "a_RPG_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_RPG_aim_up_right a_RPG_aim_mid_right a_RPG_aim_down_right a_RPG_aim_straight_up a_RPG_aim_up_center a_RPG_aim_mid_center a_RPG_aim_down_center a_RPG_aim_straight_up a_RPG_aim_up_left a_RPG_aim_mid_left a_RPG_aim_down_left } $sequence layer_walk_holding_RPG_Relaxed "layer_walk_holding_RPG_Relaxed" fps 30.00 $sequence walk_RPG_Relaxed_all "a_WalkS" loop ACT_WALK_RPG_RELAXED 1 fps 30.00 node walking { { event 6004 8 "NPC_Citizen" } { event 6005 23 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_run_holding_RPG_Relaxed "layer_run_holding_RPG_Relaxed" fps 30.00 $animation a_RunN_RPG_Relaxed "a_RunN_RPG_Relaxed" loop fps 30.000000 $sequence run_RPG_Relaxed_all "a_RunS" loop ACT_RUN_RPG_RELAXED 1 fps 31.00 node running { { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN_RPG_Relaxed a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_walk_holding_package "layer_walk_holding_package" fps 30.00 $animation a_WalkN_package "a_WalkN_package" loop fps 30.000000 $sequence walk_holding_package_all "a_WalkS" loop ACT_WALK_PACKAGE 1 fps 30.00 node walking { blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN_package a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence idle_noise "idle_noise" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence Idle_Relaxed_SMG1_1 "Idle_Relaxed_SMG1_1" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_2 "Idle_Relaxed_SMG1_2" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_3 "Idle_Relaxed_SMG1_3" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_4 "Idle_Relaxed_SMG1_4" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_5 "Idle_Relaxed_SMG1_5" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_6 "Idle_Relaxed_SMG1_6" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_7 "Idle_Relaxed_SMG1_7" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_8 "Idle_Relaxed_SMG1_8" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_SMG1_9 "Idle_Relaxed_SMG1_9" loop ACT_IDLE_SMG1_RELAXED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_1 "Idle_Alert_SMG1_1" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_2 "Idle_Alert_SMG1_2" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_3 "Idle_Alert_SMG1_3" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_4 "Idle_Alert_SMG1_4" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_5 "Idle_Alert_SMG1_5" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_6 "Idle_Alert_SMG1_6" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_7 "Idle_Alert_SMG1_7" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_8 "Idle_Alert_SMG1_8" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_SMG1_9 "Idle_Alert_SMG1_9" loop ACT_IDLE_SMG1_STIMULATED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_1 "Idle_Relaxed_Shotgun_1" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_2 "Idle_Relaxed_Shotgun_2" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_3 "Idle_Relaxed_Shotgun_3" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_4 "Idle_Relaxed_Shotgun_4" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_5 "Idle_Relaxed_Shotgun_5" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_6 "Idle_Relaxed_Shotgun_6" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_7 "Idle_Relaxed_Shotgun_7" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_8 "Idle_Relaxed_Shotgun_8" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Relaxed_Shotgun_9 "Idle_Relaxed_Shotgun_9" loop ACT_IDLE_SHOTGUN_RELAXED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_1 "Idle_Alert_Shotgun_1" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_2 "Idle_Alert_Shotgun_2" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_3 "Idle_Alert_Shotgun_3" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_4 "Idle_Alert_Shotgun_4" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_5 "Idle_Alert_Shotgun_5" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_6 "Idle_Alert_Shotgun_6" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_7 "Idle_Alert_Shotgun_7" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_8 "Idle_Alert_Shotgun_8" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence Idle_Alert_Shotgun_9 "Idle_Alert_Shotgun_9" loop ACT_IDLE_SHOTGUN_STIMULATED -1 fps 30.00 node standing $sequence jump_holding_jump "jump_holding_jump" ACT_JUMP 1 fps 30.00 $sequence jump_holding_glide "jump_holding_glide" ACT_GLIDE 1 fps 5.00 $sequence jump_holding_land "jump_holding_land" ACT_LAND 1 fps 45.00 $sequence Seafloor_Poses "Seafloor_Poses" fps 30.00 $sequence Idle_to_Lean_Left "Idle_to_Lean_Left" ACT_BUSY_LEAN_LEFT_ENTRY 1 fps 30.00 $sequence Lean_Left "Lean_Left" loop ACT_BUSY_LEAN_LEFT 1 fps 30.00 $sequence Lean_Left_to_Idle "Lean_Left_to_Idle" ACT_BUSY_LEAN_LEFT_EXIT 1 fps 30.00 $sequence Idle_to_Lean_Back "Idle_to_Lean_Back" ACT_BUSY_LEAN_BACK_ENTRY 1 fps 30.00 $sequence Lean_Back "Lean_Back" loop ACT_BUSY_LEAN_BACK 1 fps 30.00 $sequence Lean_Back_to_Idle "Lean_Back_to_Idle" ACT_BUSY_LEAN_BACK_EXIT 1 fps 30.00 $sequence Idle_to_Sit_Ground "Idle_to_Sit_Ground" ACT_BUSY_SIT_GROUND_ENTRY 1 fps 30.00 $sequence Sit_Ground "Sit_Ground" loop ACT_BUSY_SIT_GROUND 1 fps 30.00 $sequence Sit_Ground_to_Idle "Sit_Ground_to_Idle" ACT_BUSY_SIT_GROUND_EXIT 1 fps 30.00 $sequence Idle_to_Sit_Chair "Idle_to_Sit_Chair" ACT_BUSY_SIT_CHAIR_ENTRY 1 fps 30.00 $sequence Sit_Chair "Sit_Chair" loop ACT_BUSY_SIT_CHAIR 1 fps 30.00 $sequence Sit_Chair_to_Idle "Sit_Chair_to_Idle" ACT_BUSY_SIT_CHAIR_EXIT 1 fps 30.00 $animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -29.813004 29.814295 delta autoplay a_body_rot a_body_rot_z_rt } $animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 { blendwidth 3 blend spine_yaw -30.820221 30.820730 delta autoplay a_spine_rot a_spine_rot_z_rt } $animation a_neck_trans_back "a_neck_trans_back" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_neck_trans "a_neck_trans" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_neck_trans_fwd "a_neck_trans_fwd" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence neck_trans_x "a_neck_trans_back" fps 30.00 { blendwidth 3 blend neck_trans -0.153589 0.167414 delta autoplay a_neck_trans a_neck_trans_fwd } $animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_z "a_head_rot_z_lt" fps 30.00 { blendwidth 3 blend head_yaw -44.995117 44.995121 delta autoplay a_head_rot a_head_rot_z_rt } $animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_y "a_head_rot_dwn" fps 30.00 { blendwidth 3 blend head_pitch -19.963924 22.960245 delta autoplay a_head_rot a_head_rot_up } $animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_x "a_head_rot_lt" fps 30.00 { blendwidth 3 blend head_roll -10.873015 10.771015 delta autoplay a_head_rot a_head_rot_rt } $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 [/code]
try putting subtract mdldecompiler_delta.smd 0 on your custom animations
No, still the same This is my animations line in the .qc $sequence DiveF "DiveF" loop fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence DiveF "DiveF" loop fps 30.00 delta subtract mdldecompiler_delta.smd 0 try that? :<
Nope, infact it made it worse, his entire body in now turned 90 degrees to the left
lmao, sorry man, all you gotta do is experiment, I don't play with animations often. it also depends on how you made the animation.
Thanks for trying anyway, its only happening with player and npc animations, not with v_models i make. My friend mentioned this error had something to do with hitboxs and errors and some other stuff.
This has happened to me before, and it really is frustrating. The problem is that when you decompile an animation model it creates a .qc that is far from what the original was, and it fucks up every single aspect of the model. The only real solution is to use the example .qc of player animations in steam\steamapps\(username)\sourcesdk_content\cstrike\modelsrc\animation as a base and rewrite the whole thing. It's a painstaking process, but unless you have the original .qc it's not possible really.
[QUOTE=devcon;24416683]This has happened to me before, and it really is frustrating. The problem is that when you decompile an animation model it creates a .qc that is far from what the original was, and it fucks up every single aspect of the model. The only real solution is to use the example .qc of player animations in steam\steamapps\(username)\sourcesdk_content\cstrike\modelsrc\animation as a base and rewrite the whole thing. It's a painstaking process, but unless you have the original .qc it's not possible really.[/QUOTE] Thank you very much, i will try this. :buddy: [editline]11:57AM[/editline] Wait, what is the name of the .qc? I cant find it in the folder.
cs_player_shared.qc
Found it, it was in C:\Program Files\Steam\steamapps\tomboy083\sourcesdk_content\hl2\modelsrc\player Il try it [editline]01:44PM[/editline] Oh god, there is no way im gonna be able to edit this. il just stick to v_models
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