• Resized / Decompiled Ragdoll has white eyes, no pupils / 0 eyeballs in rendering. HELP!
    46 replies, posted
I see a very few people have had this problem... I just fixed my phys model issue, now the eye problem is still persisting. Here's the qc. [CODE]$cd "H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Ayane" $modelname "ayag.mdl" $model "alyx.mdl" "ayane.smd" { // eyeball righteye ValveBiped.Bip01_Head1 -1.487 -2.686 69.264 eyeball_r 0.912 -1.000 eyeball_r 1.150 // eyeball lefteye ValveBiped.Bip01_Head1 1.487 -2.686 69.264 eyeball_l 0.912 1.000 eyeball_l 1.150 flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft } $cdmaterials "models\player\ayane2\" // 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 }[/CODE] I added in those flexcontrollers and still NOTHING changed. Anyone know why this is happening? The original ragdoll that I compiled this from, has her eyes working fine... Help appreciated asap. Thanks in advance. :) [editline]15th November 2012[/editline] I've fixed my own problem! It all depends on the Model Decompiler you use. I'm now using Cannonfodders again v3a and changing the models IDST so it'll dump it properly. This is the only decompiler that works properly. Thanks for your help all on my previous post as well!
your eyeball lines are commented out. [code]// eyeball righteye ValveBiped.Bip01_Head1 -1.487 -2.686 69.264 eyeball_r 0.912 -1.000 eyeball_r 1.150 // eyeball lefteye ValveBiped.Bip01_Head1 1.487 -2.686 69.264 eyeball_l 0.912 1.000 eyeball_l 1.150[/code]
Well I fixed that models issue. Would you know how to fix this issue here? [CODE]H:\Program Files (x86)\Steam\steamapps\squall429\sourcesdk\bin\ep1\bin>"studiomdl.exe" -fullcollide -nop4 -game H:\PROGRA~1\Steam\STEAMA~1\SQUALL~1\GARRYS~1\GARRYS~1 "H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl1\mdldecompiler.qc" qdir: "h:\program files (x86)\steam\steamapps\squall429\garrysmod\garrysmod\addons\trishka novak\scl1\" gamedir: "H:\PROGRA~1\Steam\STEAMA~1\SQUALL~1\GARRYS~1\GARRYS~1\" g_path: "mdldecompiler" Working on "mdldecompiler.qc" SMD MODEL H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl1/Trishka-T SMD MODEL H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl1/Trishka-Torso-Eyes.smd VTA MODEL H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl1/mdldecompiler_expressions.vta [B]ERROR: h:\program files (x86)\steam\steamapps\squall429\garrysmod\garrysmod\addons\trishka novak\scl1\mdldecompiler.qc(97): - could not load file 'H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl1/Trishka-Limbs.smd'[/B] ERROR: Aborted Processing on 'characters/Trishka_Novak001.mdl' Scale 1.00 completed All tasks completed[/CODE]
well, it says right here, "could not load file"
Something to do with her Limbs. I deleted that, then it said her hair. Then after that it wouldn't let me load it at all. Is this ragdoll un-compilable?
you should never expect something decompiled to work properly
It's not gonna work at all if I can't get the decompiled model int he game. That's what I'm trying to do. This is the only rag so far that's given me problems.
The model is broken into 3 refs. The compiler is telling you the file isn't there, I don't know what exactly you did, but you clearly moved or deleted some of the reference files.
No I didn't o_O I decompiled it, then I deleted the eyelid lines as those are a common issue, and then after that it started giving me the issue with the Limbs and so on.
You need to decompile using the base model, and you need to recompile using the main reference smd.
Oh.. uhm could you kinda tell me what you mean by that.. x.x I've never really done any advanced coding or anything..
It isn't advanced. Basically, the model you select to decompile, needs to been the main .mdl file. And when you recompile it, it also has to be the main file (usually the two main files are the largest size) [editline]15th November 2012[/editline] try following this tutorial. I know it is for an NPC, but it's how I learned how to do it. Just skip the NPC parts he tells you to do. [video=youtube;pn8NEjy1a1s]https://www.youtube.com/watch?v=pn8NEjy1a1s[/video]
Why would the LIMBS not be working on the decompiled Ragdoll if it's working on the original model? I shouldn't have to re-add limbs for a rescaled version. Also would you know HOW to, rescale a ragdoll that has body groups and keep them as well? I've seen people do it, but I dunno how to do it myself. I've tried asking on the Gmod Discussion thread, 125 views and no replies, so ... instead of creating another thread, I figured I'd bump this one, in HOPE of someone being able to help me...
Well, you would have a way better chance getting the question answered in this section. I don't know why the legs would be seperated unless you messed with the joints or the QC. or you may have accidently removed them. I'm no expert on this, so I'm just kind of guessing.
Would you want me to send you over the QC for the model with the Limb issue?
You could, just copy it and paste with code tags [.code] [./code] (without the periods). What modeling program are you using?
I'm not using any modeling program. I'm just rescaling ragdolls I've downloaded with scaler.exe and Cannonfodders v3a Model Decompiler. [CODE]$cd "H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak" $modelname "characters/Trishka_Novak.mdl" $model "Tris" "Trishka-Torso-Eyes.smd" { flexfile "mdldecompiler_expressions.vta" { flexpair "Mouth_Open" 1.0 frame 1 flexpair "Mouth_Press" 1.0 frame 2 flexpair "Bareteeth" 1.0 frame 3 flex "mouth_partleft" frame 4 flex "mouth_partright" frame 5 flexpair "Smile" 1.0 frame 6 flexpair "Frown" 1.0 frame 7 flexpair "Pucker" 1.0 frame 8 flexpair "Cheek_Raise" 1.0 frame 9 flex "Tongue" frame 10 flexpair "Blink" 1.0 frame 11 flexpair "Squint" 1.0 frame 12 flexpair "Eye_Widen" 1.0 frame 13 flexpair "Inner_Brow_Raiser" 1.0 frame 14 flex "brow_left_raise" frame 15 flex "brow_left_lower" frame 16 flex "brow_right_raise" frame 17 flex "brow_right_lower" frame 18 flex "chest_enlarge" frame 19 flex "waist_thin" frame 20 flex "NULL" frame 21 } eyeball righteye ValveBiped.Bip01_Head1 -1.204 -4.121 65.310 eyeball_r -3.000 3.100 Trishka_C_1_M 0.560 eyeball lefteye ValveBiped.Bip01_Head1 1.204 -4.121 65.310 eyeball_l 1.000 -3.100 Trishka_C_1_M 0.560 eyelid upper_right "mdldecompiler_expressions.vta" lowerer 25 -1.000000 neutral 0 0.000000 raiser 1072693248 0.000000 split 0.1 eyeball righteye eyelid lower_right "mdldecompiler_expressions.vta" lowerer 25 -1.000000 neutral 0 0.000000 raiser 1072693248 0.000000 split 0.1 eyeball righteye eyelid upper_left "mdldecompiler_expressions.vta" lowerer 25 -1.000000 neutral 0 0.000000 raiser 1072693248 0.000000 split -0.1 eyeball lefteye eyelid lower_left "mdldecompiler_expressions.vta" lowerer 25 -1.000000 neutral 0 0.000000 raiser 1072693248 0.000000 split -0.1 eyeball lefteye flexcontroller eyes eyes_updown "range" -45.000 45.000 flexcontroller eyes eyes_rightleft "range" -45.000 45.000 flexcontroller phenome Right_Mouth_Open "range" 0.000 1.000 flexcontroller phenome Left_Mouth_Open "range" 0.000 1.000 flexcontroller phenome Right_Mouth_Press "range" 0.000 1.000 flexcontroller phenome Left_Mouth_Press "range" 0.000 1.000 flexcontroller phenome Right_Bareteeth "range" 0.000 1.000 flexcontroller phenome Left_Bareteeth "range" 0.000 1.000 flexcontroller phoneme mouth_partleft "range" 0.000 1.000 flexcontroller phoneme mouth_partright "range" 0.000 1.000 flexcontroller phenome Right_Smile "range" 0.000 1.000 flexcontroller phenome Left_Smile "range" 0.000 1.000 flexcontroller phenome Right_Frown "range" 0.000 1.000 flexcontroller phenome Left_Frown "range" 0.000 1.000 flexcontroller phenome Right_Pucker "range" 0.000 1.000 flexcontroller phenome Left_Pucker "range" 0.000 1.000 flexcontroller phenome Right_Cheek_Raise "range" 0.000 1.000 flexcontroller phenome Left_Cheek_Raise "range" 0.000 1.000 flexcontroller phoneme Tongue "range" 0.000 1.000 flexcontroller phenome Right_Blink "range" 0.000 1.000 flexcontroller phenome Left_Blink "range" 0.000 1.000 flexcontroller phenome Right_Squint "range" 0.000 1.000 flexcontroller phenome Left_Squint "range" 0.000 1.000 flexcontroller phenome Right_Eye_Widen "range" 0.000 1.000 flexcontroller phenome Left_Eye_Widen "range" 0.000 1.000 flexcontroller phenome Right_Inner_Brow_Raiser "range" 0.000 1.000 flexcontroller phenome Left_Inner_Brow_Raiser "range" 0.000 1.000 flexcontroller phoneme brow_left_raise "range" 0.000 1.000 flexcontroller phoneme brow_left_lower "range" 0.000 1.000 flexcontroller phoneme brow_right_raise "range" 0.000 1.000 flexcontroller phoneme brow_right_lower "range" 0.000 1.000 flexcontroller phoneme chest_enlarge "range" 0.000 1.000 flexcontroller phoneme waist_thin "range" 0.000 1.000 flexcontroller phoneme NULL "range" 0.000 1.000 %Mouth_OpenL = Left_Mouth_Open %Mouth_OpenR = Right_Mouth_Open %Mouth_PressL = Left_Mouth_Press %Mouth_PressR = Right_Mouth_Press %BareteethL = Left_Bareteeth %BareteethR = Right_Bareteeth %mouth_partleft = mouth_partleft %mouth_partright = mouth_partright %SmileL = Left_Smile %SmileR = Right_Smile %FrownL = Left_Frown %FrownR = Right_Frown %PuckerL = Left_Pucker %PuckerR = Right_Pucker %Cheek_RaiseL = Left_Cheek_Raise %Cheek_RaiseR = Right_Cheek_Raise %Tongue = Tongue %BlinkL = Left_Blink %BlinkR = Right_Blink %SquintL = Left_Squint %SquintR = Right_Squint %Eye_WidenL = Left_Eye_Widen %Eye_WidenR = Right_Eye_Widen %Inner_Brow_RaiserL = Left_Inner_Brow_Raiser %Inner_Brow_RaiserR = Right_Inner_Brow_Raiser %brow_left_raise = brow_left_raise %brow_left_lower = brow_left_lower %brow_right_raise = brow_right_raise %brow_right_lower = brow_right_lower %chest_enlarge = chest_enlarge %waist_thin = waist_thin %NULL = NULL } $model "Limbs" "Trishka-Limbs.SMD" $model "Hair" "Trishka-Hair.SMD" $poseparameter move_yaw -180.00 180.00 $cdmaterials "models\characters\tris\" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -6.422 -4.373 -5.695 8.257 5.338 5.745 $hbox 0 "ValveBiped.Bip01_Spine" -1.529 -1.111 -5.114 5.880 6.241 5.485 $hbox 0 "ValveBiped.Bip01_Spine4" -2.978 0.000 -2.611 3.618 5.462 2.854 $hbox 0 "ValveBiped.Bip01_Head1" -3.028 -6.044 -7.610 7.564 6.262 7.392 $hbox 0 "ValveBiped.Bip01_L_Clavicle" 0.000 -3.190 -3.025 8.201 1.402 2.105 $hbox 0 "ValveBiped.Bip01_L_UpperArm" -2.372 -1.612 -1.853 12.092 2.989 1.715 $hbox 0 "ValveBiped.Bip01_L_Forearm" -2.810 -2.029 -1.400 12.263 1.308 1.274 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000 -1.712 -1.807 4.061 0.919 1.840 $hbox 0 "ValveBiped.Bip01_L_Finger01" -0.221 -0.633 -0.274 1.100 0.514 1.055 $hbox 0 "ValveBiped.Bip01_R_Clavicle" 0.000 -3.598 -2.124 6.130 1.265 2.984 $hbox 0 "ValveBiped.Bip01_R_UpperArm" -2.525 -2.070 -1.371 13.721 3.012 2.519 $hbox 0 "ValveBiped.Bip01_R_Forearm" -2.761 -1.881 -1.288 12.404 1.317 1.633 $hbox 0 "ValveBiped.Bip01_R_Hand" 0.000 -1.878 -1.832 4.201 0.895 1.812 $hbox 0 "ValveBiped.Bip01_R_Finger01" -0.682 -0.536 -1.335 1.100 0.633 0.486 $hbox 0 "ValveBiped.Bip01_R_Pectoral" -2.878 -1.667 -2.155 4.633 3.047 2.695 $hbox 0 "ValveBiped.Bip01_L_Pectoral" -2.954 -1.070 -2.531 4.558 3.178 2.136 $hbox 0 "ValveBiped.Bip01_L_Thigh" -2.322 -4.074 -3.537 16.387 5.443 3.148 $hbox 0 "ValveBiped.Bip01_L_Calf" -1.077 -2.029 -1.985 17.710 2.907 2.087 $hbox 0 "ValveBiped.Bip01_L_Foot" -1.019 -0.834 -1.816 6.315 4.307 2.021 $hbox 0 "ValveBiped.Bip01_R_Thigh" -1.215 -4.071 -2.776 16.408 5.399 3.852 $hbox 0 "ValveBiped.Bip01_R_Calf" -1.002 -2.038 -1.920 17.710 2.910 2.156 $hbox 0 "ValveBiped.Bip01_R_Foot" -1.014 -0.767 -1.879 6.312 4.387 1.939 // Model uses material "Trishka_C_1_M.vmt" // Model uses material "Trishka_C_1_C.vmt" // Model uses material "Trishka_C_1.vmt" // Model uses material "Trishka_C_1_S.vmt" // Model uses material "Trishka_C_3.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "Trishka_C_2_P.vmt" // Model uses material "Trishka_C_2_L.vmt" // Model uses material "Trishka_C_2_M.vmt" // Model uses material "Trishka_C_2_S.vmt" // Model uses material "Trishka_C_2_C.vmt" // Model uses material "Trishka_C_3A.vmt" $attachment "eyes" "ValveBiped.Bip01_Head1" -0.00 1.50 4.00 rotate -90.00 180.00 0.00 $attachment "lefteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 -1.30 rotate -0.00 -80.10 -90.00 $attachment "righteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 1.31 rotate -0.00 -80.10 -90.00 $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 "forward" "ValveBiped.Bip01_Head1" -0.00 1.50 3.00 rotate -90.00 -90.00 0.00 $surfaceprop "bloodyflesh" $eyeposition -0.000 -0.000 65.000 $illumposition -0.663 -0.144 34.730 $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 5.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "valvebiped.bip01_r_thigh" x limit -19.00 48.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -102.00 44.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -77.00 73.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -17.00 17.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 129.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -39.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -93.00 34.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -48.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 126.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -46.00 53.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 55.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 55.00 0.00 $jointconstrain "valvebiped.bip01_spine" x limit -23.00 28.00 0.00 $jointconstrain "valvebiped.bip01_spine" y limit -26.00 26.00 0.00 $jointconstrain "valvebiped.bip01_spine" z limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_spine4" x limit -28.00 10.00 0.00 $jointconstrain "valvebiped.bip01_spine4" y limit -26.00 26.00 0.00 $jointconstrain "valvebiped.bip01_spine4" z limit -32.00 32.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 23.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" y limit -32.00 37.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" z limit -15.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -82.00 122.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -115.00 106.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" x limit -26.00 27.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" y limit -23.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" z limit -12.00 21.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -115.00 94.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -48.00 35.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit -10.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit 0.00 135.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -180.00 180.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -79.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -82.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -46.00 28.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit -8.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -15.00 142.00 0.00 $jointconstrain "valvebiped.bip01_neck" x limit -44.00 32.00 0.00 $jointconstrain "valvebiped.bip01_neck" y limit -30.00 19.00 0.00 $jointconstrain "valvebiped.bip01_neck" z limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -44.00 32.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -68.00 66.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -39.00 39.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -180.00 180.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -79.00 66.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -82.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -37.00 50.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -30.00 53.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.00 } [/CODE]
Hm. I don't see anything wrong. . . Did you try compiling it and testing it out in-game?
It won't let me rescale it, to test it. It keeps saying ERROR Limb.SMD something, and it won't finish compiling. [CODE]Scaling by 5.00 (progress 1 of 1) Scaling mdldecompiler.qc by factor 5 Scaling Trishka-Torso-Eyes.smd by factor 5 Scaling ragdoll.smd by factor 5 Scaling phymodel.smd by factor 5 Scaling mdldecompiler_expressions.vta by factor 5 Running studiomdl.exe H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak>H: H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak>cd "H:\Program Files (x86)\Steam\steamapps\squall429\sourcesdk\bin\ep1\bin\" H:\Program Files (x86)\Steam\steamapps\squall429\sourcesdk\bin\ep1\bin>"studiomdl.exe" -fullcollide -nop4 -game H:\PROGRA~1\Steam\STEAMA~1\SQUALL~1\GARRYS~1\GARRYS~1 "H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl5\mdldecompiler.qc" qdir: "h:\program files (x86)\steam\steamapps\squall429\garrysmod\garrysmod\addons\trishka novak\scl5\" gamedir: "H:\PROGRA~1\Steam\STEAMA~1\SQUALL~1\GARRYS~1\GARRYS~1\" g_path: "mdldecompiler" Working on "mdldecompiler.qc" SMD MODEL H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl5/Trishka-Torso-Eyes.smd VTA MODEL H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl5/mdldecompiler_expressions.vta ERROR: h:\program files (x86)\steam\steamapps\squall429\garrysmod\garrysmod\addons\trishka novak\scl5\mdldecompiler.qc(97): - could not load file 'H:\Program Files (x86)\Steam\steamapps\squall429\garrysmod\garrysmod\addons\Trishka Novak\scl5/Trishka-Limbs.smd' ERROR: Aborted Processing on 'characters/Trishka_Novak005.mdl' Scale 5.00 completed All tasks completed [/CODE]
Maybe it's saying the base limb smd is corrupt or not where you have it in the QC.?
Is there anyway I can open the LIMB.SMD file? I mean, how could it be corrupt if it's working on the base model?
I don't know. The only other advice I have, is start over. Decompile the model again, resize it back to what you want, and then try compiling it again.
I've tried like 10 million times. x.x You know anyone else who might know?
Maybe it's the certain model. If it has worked with other ones, maybe that one is just incompatible :/
Would you know how to decompile models with body groups? I get the -badcommand mdlkeyvalue with the bodygroup.
Just decompile the main file (usually the largest), and then in the modeling program, import the main file. All the body groups should be there.
I'm not 100% sure, but whenever I get something like this: $model "Limbs" "Trishka-Limbs.SMD" $model "Hair" "Trishka-Hair.SMD" I find that that stuff is supposed to be bodygroups. And that means the correct way to put it in the QC would be: $bodygroup "Limbs" { studio "Trishka-Limbs.SMD" } $bodygroup "Hair" { studio "Trishka-Hair.SMD" } The QC file that MDLdecompiler generates just puts it wrong.
He is most likely correct, listen to him.
I just entered in what you told me too and deleted the other entry and I still got the same error... =/
This is the actual QC I used to compile the exact model. [code]$cd "YOUR_PATH_HERE" $modelname "characters/Trishka_Novak.mdl" $mostlyopaque $ambientboost $model "Tris" "Trishka-Torso-Eyes.smd" { eyeball righteye "ValveBiped.Bip01_Head1" -1.204 -4.121 65.310 eyeball_r -3.000 3.100 "pupil_r" 0.56 eyeball lefteye "ValveBiped.Bip01_Head1" 1.204 -4.121 65.310 "eyeball_l" 1.000 -3.100 "pupil_l" 0.56 flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft //------------------------ flexfile "Mouth_Open.vta" { flexpair "Mouth_Open" 1.0 frame 1 } flexcontroller "phenome" "Right_Mouth_Open" "Left_Mouth_Open" "range" 0.000 1.000 %Mouth_OpenL = Left_Mouth_Open %Mouth_OpenR = Right_Mouth_Open //------------------------ flexfile "Mouth_Press.vta" { flexpair "Mouth_Press" 1.0 frame 1 } flexcontroller "phenome" "Right_Mouth_Press" "Left_Mouth_Press" "range" 0.000 1.000 %Mouth_PressL = Left_Mouth_Press %Mouth_PressR = Right_Mouth_Press //------------------------ flexfile "Mouth_Bareteeth.vta" { flexpair "Bareteeth" 1.0 frame 1 } flexcontroller "phenome" "Right_Bareteeth" "Left_Bareteeth" "range" 0.000 1.000 %BareteethL = Left_Bareteeth %BareteethR = Right_Bareteeth //------------------------ flexfile "mouth_partleft.vta" { flex "mouth_partleft" frame 1 } flexcontroller "phoneme" "mouth_partleft" "range" 0.000 1.000 %mouth_partleft = mouth_partleft //------------------------ flexfile "mouth_partright.vta" { flex "mouth_partright" frame 1 } flexcontroller "phoneme" "mouth_partright" "range" 0.000 1.000 %mouth_partright = mouth_partright //------------------------ flexfile "Mouth_Smile2.vta" { flexpair "Smile" 1.0 frame 1 } flexcontroller "phenome" "Right_Smile" "Left_Smile" "range" 0.000 1.000 %SmileL = Left_Smile %SmileR = Right_Smile //------------------------ flexfile "Mouth_Frown.vta" { flexpair "Frown" 1.0 frame 1 } flexcontroller "phenome" "Right_Frown" "Left_Frown" "range" 0.000 1.000 %FrownL = Left_Frown %FrownR = Right_Frown //------------------------ flexfile "Mouth_Pucker.vta" { flexpair "Pucker" 1.0 frame 1 } flexcontroller "phenome" "Right_Pucker" "Left_Pucker" "range" 0.000 1.000 %PuckerL = Left_Pucker %PuckerR = Right_Pucker //------------------------ flexfile "Cheeks_Raise.vta" { flexpair "Cheek_Raise" 1.0 frame 1 } flexcontroller "phenome" "Right_Cheek_Raise" "Left_Cheek_Raise" "range" 0.000 1.000 %Cheek_RaiseL = Left_Cheek_Raise %Cheek_RaiseR = Right_Cheek_Raise //------------------------ flexfile "mouth_tongue.vta" { flex "Tongue" frame 1 } flexcontroller "phoneme" "Tongue" "range" 0.000 1.000 %Tongue = Tongue //------------------------ flexfile "eyes_blink.vta" { flexpair "Blink" 1.0 frame 1 } flexcontroller "phenome" "Right_Blink" "Left_Blink" "range" 0.000 1.000 %BlinkL = Left_Blink %BlinkR = Right_Blink //------------------------ flexfile "eyes_squint.vta" { flexpair "Squint" 1.0 frame 1 } flexcontroller "phenome" "Right_Squint" "Left_Squint" "range" 0.000 1.000 %SquintL = Left_Squint %SquintR = Right_Squint //------------------------ flexfile "eyes_widen.vta" { flexpair "Eye_Widen" 1.0 frame 1 } flexcontroller "phenome" "Right_Eye_Widen" "Left_Eye_Widen" "range" 0.000 1.000 %Eye_WidenL = Left_Eye_Widen %Eye_WidenR = Right_Eye_Widen //------------------------ flexfile "inner_brow_raiser.vta" { flexpair "Inner_Brow_Raiser" 1.0 frame 1 } flexcontroller "phenome" "Right_Inner_Brow_Raiser" "Left_Inner_Brow_Raiser" "range" 0.000 1.000 %Inner_Brow_RaiserL = Left_Inner_Brow_Raiser %Inner_Brow_RaiserR = Right_Inner_Brow_Raiser //------------------------ flexfile "brow_left_raise.vta" { flex "brow_left_raise" frame 1 } flexcontroller "phoneme" "brow_left_raise" "range" 0.000 1.000 %brow_left_raise = brow_left_raise //------------------------ flexfile "brow_left_lower.vta" { flex "brow_left_lower" frame 1 } flexcontroller "phoneme" "brow_left_lower" "range" 0.000 1.000 %brow_left_lower = brow_left_lower //------------------------ flexfile "brow_right_raise.vta" { flex "brow_right_raise" frame 1 } flexcontroller "phoneme" "brow_right_raise" "range" 0.000 1.000 %brow_right_raise = brow_right_raise //------------------------ flexfile "brow_right_lower.vta" { flex "brow_right_lower" frame 1 } flexcontroller "phoneme" "brow_right_lower" "range" 0.000 1.000 %brow_right_lower = brow_right_lower //------------------------ flexfile "chest_enlarge.vta" { flex "chest_enlarge" frame 1 } flexcontroller "phoneme" "chest_enlarge" "range" 0.000 1.000 %chest_enlarge = chest_enlarge //------------------------ flexfile "chest_thin.vta" { flex "waist_thin" frame 1 } flexcontroller "phoneme" "waist_thin" "range" 0.000 1.000 %waist_thin = waist_thin //------------------------ flexfile "mdldecompiler_expressions.vta" { flex "NULL" frame 35 } flexcontroller "phoneme" "NULL" "range" 0.000 1.000 %NULL = NULL //------------------------ } $bodygroup Limbs { studio Trishka-Limbs.SMD } $bodygroup Hair { studio Trishka-Hair.SMD } $realignbones $poseparameter move_yaw -180.00 180.00 $cdmaterials "models\characters\tris\" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -6.422 -4.373 -5.695 8.257 5.338 5.745 $hbox 0 "ValveBiped.Bip01_Spine" -1.529 -1.111 -5.114 5.880 6.241 5.485 $hbox 0 "ValveBiped.Bip01_Spine4" -2.978 0.000 -2.611 3.618 5.462 2.854 $hbox 0 "ValveBiped.Bip01_Head1" -3.028 -6.044 -7.610 7.564 6.262 7.392 $hbox 0 "ValveBiped.Bip01_L_Clavicle" 0.000 -3.190 -3.025 8.201 1.402 2.105 $hbox 0 "ValveBiped.Bip01_L_UpperArm" -2.372 -1.612 -1.853 12.092 2.989 1.715 $hbox 0 "ValveBiped.Bip01_L_Forearm" -2.810 -2.029 -1.400 12.263 1.308 1.274 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000 -1.712 -1.807 4.061 0.919 1.840 $hbox 0 "ValveBiped.Bip01_L_Finger01" -0.221 -0.633 -0.274 1.100 0.514 1.055 $hbox 0 "ValveBiped.Bip01_R_Clavicle" 0.000 -3.598 -2.124 6.130 1.265 2.984 $hbox 0 "ValveBiped.Bip01_R_UpperArm" -2.525 -2.070 -1.371 13.721 3.012 2.519 $hbox 0 "ValveBiped.Bip01_R_Forearm" -2.761 -1.881 -1.288 12.404 1.317 1.633 $hbox 0 "ValveBiped.Bip01_R_Hand" 0.000 -1.878 -1.832 4.201 0.895 1.812 $hbox 0 "ValveBiped.Bip01_R_Finger01" -0.682 -0.536 -1.335 1.100 0.633 0.486 $hbox 0 "ValveBiped.Bip01_R_Pectoral" -2.878 -1.667 -2.155 4.633 3.047 2.695 $hbox 0 "ValveBiped.Bip01_L_Pectoral" -2.954 -1.070 -2.531 4.558 3.178 2.136 $hbox 0 "ValveBiped.Bip01_L_Thigh" -2.322 -4.074 -3.537 16.387 5.443 3.148 $hbox 0 "ValveBiped.Bip01_L_Calf" -1.077 -2.029 -1.985 17.710 2.907 2.087 $hbox 0 "ValveBiped.Bip01_L_Foot" -1.019 -0.834 -1.816 6.315 4.307 2.021 $hbox 0 "ValveBiped.Bip01_R_Thigh" -1.215 -4.071 -2.776 16.408 5.399 3.852 $hbox 0 "ValveBiped.Bip01_R_Calf" -1.002 -2.038 -1.920 17.710 2.910 2.156 $hbox 0 "ValveBiped.Bip01_R_Foot" -1.014 -0.767 -1.879 6.312 4.387 1.939 $attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 1.50 4.00 rotate -90 -180 0 $attachment "lefteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 -1.30 rotate 0.00 -80.10 -90.00 $attachment "righteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 1.31 rotate 0.00 -80.10 -90.00 $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 "forward" "ValveBiped.Bip01_Head1" -0.00 1.50 3.00 rotate -90 -90 0 $surfaceprop "bloodyflesh" $eyeposition -0.000 0.000 65.000 $illumposition -0.144 0.663 34.730 $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 //JiggleBones $jigglebone "ValveBiped.Bip01_R_Pectoral" { is_rigid { tip_mass 100 length 20 angle_constraint 2 } has_base_spring { stiffness 100 damping 10 left_constraint -.7 .7 up_constraint -.7 .7 forward_constraint -.7 .7 } } $jigglebone "ValveBiped.Bip01_L_Pectoral" { is_rigid { tip_mass 100 length 20 angle_constraint 2 } has_base_spring { stiffness 100 damping 10 left_constraint -.7 .7 up_constraint -.7 .7 forward_constraint -.7 .7 } } $jigglebone "b_LeftDread" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $jigglebone "b_LeftDread1" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $jigglebone "b_RightDread" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $jigglebone "b_RightDread1" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $jigglebone "b_RightFrontDread" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $jigglebone "b_RightFrontDread1" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $jigglebone "b_RightRearDread" { is_rigid { tip_mass 100 length 20 angle_constraint 3 } has_base_spring { stiffness 200 damping 7 left_constraint -.4 .4 up_constraint -.4 .4 forward_constraint -.4 .4 } } $collisionjoints "phymodel.smd" { $mass 60.0 $inertia 5.00 $damping 0.01 $rotdamping 1.50 $noselfcollisions $rootbone "valvebiped.bip01_pelvis" //$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_r_thigh" x limit -19.00 48.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -102.00 44.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -77.00 73.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -17.00 17.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 129.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -39.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -93.00 34.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -48.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 126.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -46.00 53.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 55.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 55.00 0.00 $jointconstrain "valvebiped.bip01_spine" x limit -23.00 28.00 0.00 $jointconstrain "valvebiped.bip01_spine" y limit -26.00 26.00 0.00 $jointconstrain "valvebiped.bip01_spine" z limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_spine4" x limit -28.00 10.00 0.00 $jointconstrain "valvebiped.bip01_spine4" y limit -26.00 26.00 0.00 $jointconstrain "valvebiped.bip01_spine4" z limit -32.00 32.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 23.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" y limit -32.00 37.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" z limit -15.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -82.00 122.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -115.00 106.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" x limit -26.00 27.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" y limit -23.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" z limit -12.00 21.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -115.00 94.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -48.00 35.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit -10.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit 0.00 135.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -180.00 180.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -79.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -82.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -46.00 28.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit -8.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -15.00 142.00 0.00 $jointconstrain "valvebiped.bip01_neck" x limit -44.00 32.00 0.00 $jointconstrain "valvebiped.bip01_neck" y limit -30.00 19.00 0.00 $jointconstrain "valvebiped.bip01_neck" z limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -180.00 180.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -79.00 66.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -82.00 70.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -44.00 32.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -68.00 66.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -39.00 39.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -37.00 50.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -30.00 53.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.00 } [/code]
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