• Skeleton size changes ingame.
    1 replies, posted
I made a Teemo Omega Squad playermodel. The skeleton I have in the .smd model and in the ragdoll.smd is not showing properly ingame... The shoulders are just too short and the arms of Teemo are inside his torso. [IMG]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xaf1/v/t35.0-12/12351658_795972487194854_505647310_o.jpg?oh=26dd4b03920f2368fab94a45d521c462&oe=5668930E&__gda__=1449687360_2089d75990e4233abe6ab6bf34273ea6[/IMG] [IMG]https://scontent-gru1-1.xx.fbcdn.net/hphotos-xpf1/v/t35.0-12/12351883_795972380528198_760413036_o.jpg?oh=d8a981ef20328a7a4e8c86c62a57c2bf&oe=56687DC4[/IMG] Is something in the .QC that may be modifying the skeleton proportions? This is the .QC I dont understand much about QC files, just jigglebones and the first lines. [QUOTE]$ModelName "player/LoL/Teemo.mdl" $cdmaterials "models\LoL\" $BodyGroup "Teemo" { studio "Teemo.smd" } $SurfaceProp "flesh" $Contents "solid" $MaxEyeDeflection 90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -67.833 -37.541 -2.684 18.569 37.15 101.272 // $HBoxSet "default" // $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 // $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 // $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 // $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 // $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 // $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 // $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 // $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 // $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 // $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 // $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 // $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 // $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 // $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 // $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 // $SkipBoneInBBox $BoneMerge "ValveBiped.Bip01_Pelvis" $BoneMerge "ValveBiped.Bip01_Spine" $BoneMerge "ValveBiped.Bip01_Spine1" $BoneMerge "ValveBiped.Bip01_Spine2" $BoneMerge "ValveBiped.Bip01_Spine4" $BoneMerge "ValveBiped.Bip01_R_Clavicle" $BoneMerge "ValveBiped.Bip01_R_UpperArm" $BoneMerge "ValveBiped.Bip01_R_Forearm" $BoneMerge "ValveBiped.Bip01_R_Hand" $BoneMerge "ValveBiped.Anim_Attachment_RH" $Sequence "ragdoll" { "Teemo_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $IncludeModel "m_anm.mdl" $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $IKAutoPlayLock "rfoot" 1 0.1 $IKAutoPlayLock "lfoot" 1 0.1 $jigglebone "Bone001" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 50 tip_mass 0 angle_constraint 10 } } $jigglebone "Bone002" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 60 tip_mass 0 angle_constraint 15 } } $jigglebone "Bone003" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 70 tip_mass 0 angle_constraint 20 } } $jigglebone "Bone004" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 50 tip_mass 0 angle_constraint 10 } } $jigglebone "Bone005" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 60 tip_mass 0 angle_constraint 15 } } $jigglebone "Bone006" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 70 tip_mass 0 angle_constraint 20 } } $jigglebone "Bone007" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 50 tip_mass 0 angle_constraint 10 } } $jigglebone "Bone008" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 60 tip_mass 0 angle_constraint 15 } } $jigglebone "Bone009" { is_flexible { yaw_stiffness 80 yaw_damping 8 pitch_stiffness 80 pitch_damping 8 length 70 tip_mass 0 angle_constraint 20 } }[/QUOTE] Here is the model of Teemo if you want to take a look: [url]http://www.mediafire.com/download/dzv567d7h0jpmmi/Teemo.rar[/url] Thank you.
When rigging the model, make sure you didn’t resize the bones but the mesh itself.
Sorry, you need to Log In to post a reply to this thread.