• Adding ragdoll physics to SFM only models
    3 replies, posted
It's been a long time since I posted something new, but I do have one question about compiling some models from Source FilmMaker to Garry's Mod (I'll use the Splatoon Enhanced Inkling models for an example): I tried compiling the first model of the Enhanced Inkling girl model (Blue eyes one), and this is what I get from compiling it for Gmod: qdir: "c:\users\omega\downloads\gmod stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\decompiled 0.33\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\" g_path: "C:\Users\Omega\Downloads\Gmod Stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\decompiled 0.33\inkling_girl_blueeyes.qc" Building binary model files... Working on "inkling_girl_blueeyes.qc" SMD MODEL inkling_girl_blueeyes_reference.smd VTA MODEL inkling_girl_blueeyes.vta ERROR: c:\users\omega\downloads\gmod stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\decompiled 0.33\inkling_girl_blueeyes.qc(148): - unknown controller Eyelid ERROR: Aborted Processing on 'props_splatoon/inklinggirl/inkling_girl_blueeyes.mdl' Anyone know how to fix the unknown controller eyelid for this? Is it the edited QC file that's the problem? I may need some help for this, okay? [editline]3rd December 2015[/editline] Oh, and here is the QC file for the model I'm trying to compile for ragdoll use: // Created by Crowbar 0.33.0.0 $ModelName "props_splatoon/inklinggirl/inkling_girl_blueeyes.mdl" $Model "inkling" "inkling_girl_blueeyes_reference.smd" { eyeball "eye_0" "bip_head" -3.800000 -5.000004 46.183199 "eyeball_r" 2 0 "iris_unused" 3.25 eyeball "eye_1" "bip_head" 3.800000 -5.000004 46.183199 "eyeball_l" 2 0 "iris_unused" 3.25 flexfile "inkling_girl_blueeyes.vta" { defaultflex frame 0 flex "Cheek-L-Up" frame 1 flex "Cheek-R-Up" frame 2 flex "Cheek-L-Puffy" frame 3 flex "Cheek-R-Puffy" frame 4 flex "Face-Bored" frame 5 flex "Face-Smirk" frame 6 flex "Face-Smirk-Teeth" frame 7 flex "Face-Mad-Open" frame 8 flex "Face-Happy-Open" frame 9 flex "Face-Happy" frame 10 flex "Face-Happy-Small" frame 11 flex "Face-Happy-D" frame 12 flex "Face-Happy-Teeth" frame 13 flex "Face-Sad" frame 14 flex "Face-Sad-Small" frame 15 flex "Face-Sad-D" frame 16 flex "Face-Worried-Teeth" frame 17 flex "Face-Yell" frame 18 flex "Face-Silent" frame 19 flex "Face-Pucker" frame 20 flex "Face-Whistle" frame 21 flex "Face-Pouty" frame 22 flex "Face-Nyeh" frame 23 flex "Face-Chew" frame 24 flex "Nose-Up" frame 25 flex "Nose-Down" frame 26 flex "EyeBrow-L-Angry" frame 27 flex "EyeBrow-R-Angry" frame 28 flex "EyeBrow-L-Worried" frame 29 flex "EyeBrow-R-Worried" frame 30 flex "EyeBrow-L-Sad" frame 31 flex "EyeBrow-R-Sad" frame 32 flex "EyeBrow-L-Surprised" frame 33 flex "EyeBrow-R-Surprised" frame 34 flex "EyeBrow-L-Disappointed" frame 35 flex "EyeBrow-R-Disappointed" frame 36 flex "Phon-AE" frame 37 flex "Phon-AH" frame 38 flex "Phon-AW" frame 39 flex "Phon-DS" frame 40 flex "Phon-EE" frame 41 flex "Phon-ER" frame 42 flex "Phon-FV" frame 43 flex "Phon-GK" frame 44 flex "Phon-MB" frame 45 flex "Phon-N" frame 46 flex "Phon-OH" frame 47 flex "Phon-OO" frame 48 flex "Phon-PP" frame 49 flex "Phon-SH" frame 50 flex "Phon-T" frame 51 flex "Phon-TH" frame 52 flex "Phon-UH" frame 53 flex "Phon-WQ" frame 54 flex "Phon-Y" frame 55 flex "Hair-L-Up" frame 56 flex "Hair-R-Up" frame 57 flex "Hair-L-Suction" frame 58 flex "Hair-R-Suction" frame 59 flex "Eyelid-L-Upper" frame 60 flex "Eyelid-L-Lower" frame 61 flex "Eyelid-R-Upper" frame 62 flex "Eyelid-R-Lower" frame 63 flex "Eyelid-White-Hider" frame 64 flex "Mouth-Tongue-Hide" frame 65 } flexcontroller Eyelid-L-Upper range 0 1 Eyelid-L-Upper flexcontroller Eyelid-L-Lower range 0 1 Eyelid-L-Lower flexcontroller Eyelid-R-Upper range 0 1 Eyelid-R-Upper flexcontroller Eyelid-R-Lower range 0 1 Eyelid-R-Lower flexcontroller Eyelid-White-Hider range 0 1 Eyelid-White-Hider flexcontroller Cheek-L-Up range 0 1 Cheek-L-Up flexcontroller Cheek-R-Up range 0 1 Cheek-R-Up flexcontroller Cheek-L-Puffy range 0 1 Cheek-L-Puffy flexcontroller Cheek-R-Puffy range 0 1 Cheek-R-Puffy flexcontroller Face-Bored range 0 1 Face-Bored flexcontroller Face-Smirk range 0 1 Face-Smirk flexcontroller Face-Smirk-Teeth range 0 1 Face-Smirk-Teeth flexcontroller Face-Mad-Open range 0 1 Face-Mad-Open flexcontroller Face-Happy-Open range 0 1 Face-Happy-Open flexcontroller Face-Happy range 0 1 Face-Happy flexcontroller Face-Happy-Small range 0 1 Face-Happy-Small flexcontroller Face-Happy-D range 0 1 Face-Happy-D flexcontroller Face-Happy-Teeth range 0 1 Face-Happy-Teeth flexcontroller Face-Sad range 0 1 Face-Sad flexcontroller Face-Sad-Small range 0 1 Face-Sad-Small flexcontroller Face-Sad-D range 0 1 Face-Sad-D flexcontroller Face-Worried-Teeth range 0 1 Face-Worried-Teeth flexcontroller Face-Yell range 0 1 Face-Yell flexcontroller Face-Silent range 0 1 Face-Silent flexcontroller Face-Pucker range 0 1 Face-Pucker flexcontroller Face-Whistle range 0 1 Face-Whistle flexcontroller Face-Pouty range 0 1 Face-Pouty flexcontroller Face-Nyeh range 0 1 Face-Nyeh flexcontroller Face-Chew range 0 1 Face-Chew flexcontroller Nose-Up range 0 1 Nose-Up flexcontroller Nose-Down range 0 1 Nose-Down flexcontroller Mouth-Tongue-Hide range 0 1 Mouth-Tongue-Hide flexcontroller EyeBrow-L-Angry range 0 1 EyeBrow-L-Angry flexcontroller EyeBrow-R-Angry range 0 1 EyeBrow-R-Angry flexcontroller EyeBrow-L-Worried range 0 1 EyeBrow-L-Worried flexcontroller EyeBrow-R-Worried range 0 1 EyeBrow-R-Worried flexcontroller EyeBrow-L-Sad range 0 1 EyeBrow-L-Sad flexcontroller EyeBrow-R-Sad range 0 1 EyeBrow-R-Sad flexcontroller EyeBrow-L-Surprised range 0 1 EyeBrow-L-Surprised flexcontroller EyeBrow-R-Surprised range 0 1 EyeBrow-R-Surprised flexcontroller EyeBrow-L-Disappointed range 0 1 EyeBrow-L-Disappointed flexcontroller EyeBrow-R-Disappointed range 0 1 EyeBrow-R-Disappointed flexcontroller Hair-L-Up range 0 1 Hair-L-Up flexcontroller Hair-R-Up range 0 1 Hair-R-Up flexcontroller Hair-L-Suction range 0 1 Hair-L-Suction flexcontroller Hair-R-Suction range 0 1 Hair-R-Suction flexcontroller Phon-AE range 0 1 Phon-AE flexcontroller Phon-AH range 0 1 Phon-AH flexcontroller Phon-AW range 0 1 Phon-AW flexcontroller Phon-DS range 0 1 Phon-DS flexcontroller Phon-EE range 0 1 Phon-EE flexcontroller Phon-ER range 0 1 Phon-ER flexcontroller Phon-FV range 0 1 Phon-FV flexcontroller Phon-GK range 0 1 Phon-GK flexcontroller Phon-MB range 0 1 Phon-MB flexcontroller Phon-N range 0 1 Phon-N flexcontroller Phon-OH range 0 1 Phon-OH flexcontroller Phon-OO range 0 1 Phon-OO flexcontroller Phon-PP range 0 1 Phon-PP flexcontroller Phon-SH range 0 1 Phon-SH flexcontroller Phon-T range 0 1 Phon-T flexcontroller Phon-TH range 0 1 Phon-TH flexcontroller Phon-UH range 0 1 Phon-UH flexcontroller Phon-WQ range 0 1 Phon-WQ flexcontroller Phon-Y range 0 1 Phon-Y flexcontroller eyes range -15 20 eyes_updown flexcontroller eyes range -25 25 eyes_rightleft %Eyelid-L-Upper = Eyelid-L-Upper %Eyelid-L-Lower = Eyelid-L-Lower %Eyelid-R-Upper = Eyelid-R-Upper %Eyelid-R-Lower = Eyelid-R-Lower %Eyelid-White-Hider = Eyelid-White-Hider %Cheek-L-Up = Cheek-L-Up %Cheek-R-Up = Cheek-R-Up %Cheek-L-Puffy = Cheek-L-Puffy %Cheek-R-Puffy = Cheek-R-Puffy %Face-Bored = Face-Bored %Face-Smirk = Face-Smirk %Face-Smirk-Teeth = Face-Smirk-Teeth %Face-Mad-Open = Face-Mad-Open %Face-Happy-Open = Face-Happy-Open %Face-Happy = Face-Happy %Face-Happy-Small = Face-Happy-Small %Face-Happy-D = Face-Happy-D %Face-Happy-Teeth = Face-Happy-Teeth %Face-Sad = Face-Sad %Face-Sad-Small = Face-Sad-Small %Face-Sad-D = Face-Sad-D %Face-Worried-Teeth = Face-Worried-Teeth %Face-Yell = Face-Yell %Face-Silent = Face-Silent %Face-Pucker = Face-Pucker %Face-Whistle = Face-Whistle %Face-Pouty = Face-Pouty %Face-Nyeh = Face-Nyeh %Face-Chew = Face-Chew %Nose-Up = Nose-Up %Nose-Down = Nose-Down %Mouth-Tongue-Hide = Mouth-Tongue-Hide %EyeBrow-L-Angry = EyeBrow-L-Angry %EyeBrow-R-Angry = EyeBrow-R-Angry %EyeBrow-L-Worried = EyeBrow-L-Worried %EyeBrow-R-Worried = EyeBrow-R-Worried %EyeBrow-L-Sad = EyeBrow-L-Sad %EyeBrow-R-Sad = EyeBrow-R-Sad %EyeBrow-L-Surprised = EyeBrow-L-Surprised %EyeBrow-R-Surprised = EyeBrow-R-Surprised %EyeBrow-L-Disappointed = EyeBrow-L-Disappointed %EyeBrow-R-Disappointed = EyeBrow-R-Disappointed %Hair-L-Up = Hair-L-Up %Hair-R-Up = Hair-R-Up %Hair-L-Suction = Hair-L-Suction %Hair-R-Suction = Hair-R-Suction %Phon-AE = Phon-AE %Phon-AH = Phon-AH %Phon-AW = Phon-AW %Phon-DS = Phon-DS %Phon-EE = Phon-EE %Phon-ER = Phon-ER %Phon-FV = Phon-FV %Phon-GK = Phon-GK %Phon-MB = Phon-MB %Phon-N = Phon-N %Phon-OH = Phon-OH %Phon-OO = Phon-OO %Phon-PP = Phon-PP %Phon-SH = Phon-SH %Phon-T = Phon-T %Phon-TH = Phon-TH %Phon-UH = Phon-UH %Phon-WQ = Phon-WQ %Phon-Y = Phon-Y } $SurfaceProp "flesh" $Contents "solid" $MostlyOpaque $CDMaterials "" $CDMaterials "models\props_splatoon\inklings\" $CDMaterials "models\props_splatoon\inklings\blue\" $CDMaterials "" $TextureGroup "skinfamilies" { { "Inkling_Girl_Body" "Inkling_Girl_Eyelid" } { "inkling_girl_body_alt" "inkling_girl_eyelid_alt" } { "inkling_girl_body2" "inkling_girl_eyelid2" } { "inkling_girl_body3" "inkling_girl_eyelid3" } { "inkling_girl_body4" "inkling_girl_eyelid4" } { "inkling_girl_body5" "inkling_girl_eyelid5" } { "inkling_girl_body6" "inkling_girl_eyelid6" } { "inkling_girl_body7" "inkling_girl_eyelid7" } { "inkling_girl_body8" "inkling_girl_eyelid8" } { "inkling_girl_body_color" "inkling_girl_eyelid_color" } } $Attachment "eyes" "bip_head" 0 7.3 5 rotate -90 -90 0 $Attachment "righteye" "bip_head" -3.8 7.3 5 rotate -90 -90 0 $Attachment "lefteye" "bip_head" 3.8 7.3 5 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -10.957 -28.732 0 9.335 28.732 54.227 $Sequence "idle" { "inkling_girl_blueeyes_anims\idle.smd" fadein 0.2 fadeout 0.2 fps 60 } $collisionjoints <inkling_girl_blueeyes_reference SMD> { <options> }
For models to work in Garry's Mod, they need to have a phys model. you can do this in Blender. I think but you can do it in 3ds max, I have had experience. its very simple to do it. but not going into details, maybe search it up? or decompile another model and use the phys model. just rig the arms etc to the body. its that easy :D (and add the line to the .QC I cant remember what it is, haven't ported things to GMod in a long time.)
What are you decompiling with? If you're using anything but crowbar, use that instead. The older decompilers have a tendency to break, particularly on flexes. Also please use [noparse][code][/code][/noparse] tags for QC quotes. But yeah, from what I see, the whole QC is riddled with issues. Which makes me think either the original model was horribly compiled to begin with, or you're using an old decompiler. But just from this [code]ERROR: c:\users\omega\downloads\gmod stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\dec ompiled 0.33\inkling_girl_blueeyes.qc(148): - unknown controller Eyelid[/code] You can tell, that you have an error on line 148 (but since there are so many different ones....) [quote] [QUOTE=God of Pro's!;49246926]For models to work in Garry's Mod, they need to have a phys model. you can do this in Blender. I think but you can do it in 3ds max, I have had experience. its very simple to do it. but not going into details, maybe search it up? or decompile another model and use the phys model. just rig the arms etc to the body. its that easy :D (and add the line to the .QC I cant remember what it is, haven't ported things to GMod in a long time.)[/QUOTE] [/quote] A model can work just fine without a collisionbox in gmod. It just won't work well. And you need to use different tools to work with it. Actually even SFM works better with a well constructed collision mesh due to a lot of runtime stuff that depend on it (like texture projection)
I'll try the first solution first, but I am gonna have to get used to Blender since I hadn't used it in a long time. Also, just in case if nobody has released the enhanced Inklings in the Gmod workshop, I will try to re-rig the models to have collisions and physics to them. If the first solution doesn't work, I'll try a newer decompiler instead. Thanks for the help.
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