• Physics Model/ragdoll trouble
    3 replies, posted
I was making a physics model and ragdoll for the crab synth I got the whole thing rigged and set up I compile but i get ERROR: Rotation constraint on bone "Bip02 Tail" which has no parent!!! I checked and Bip02 Tail does infact have a parent Bip02 Spine I checked for spelling mistakes in ALL of the SMDS and couldent find any Heres my output [CODE] GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/ Created command line: "C:\Program Files\Steam\steamapps\badglock440\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "C:\Program Files\Steam\steamapps\badglock440\garrysmod\garrysmod" -i -nop4 -nox360 C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets\crabsynth.qc qdir: "c:\users\shad0w440\desktop\workstuff\synth\synthassets\" gamedir: "C:\Program Files\Steam\steamapps\badglock440\garrysmod\garrysmod\" g_path: "C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets\crabsynth.qc" Building binary model files... Working on "crabsynth.qc" SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/synth_reference.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/ragdoll.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/idleshake01.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/idle01.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/walk01.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/chargeready.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/chargestart.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/chargeloop.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/run01.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/chargestop.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/chargeend.smd SMD MODEL C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets/phymodel.smd Processing jointed collision model Bip02 L Thigh ( 22 verts, 1 convex elements) volume: 27597.28 Bip02 L Calf ( 24 verts, 1 convex elements) volume: 18246.92 Bip02 L HorseLink ( 28 verts, 1 convex elements) volume: 28090.87 Bip02 L Foot ( 22 verts, 1 convex elements) volume: 16376.18 Bip02 R Thigh ( 24 verts, 1 convex elements) volume: 27597.29 Bip02 R Calf ( 24 verts, 1 convex elements) volume: 18246.93 Bip02 R HorseLink ( 28 verts, 1 convex elements) volume: 28090.87 Bip02 R Foot ( 22 verts, 1 convex elements) volume: 16376.18 Bip02 Tail ( 29 verts, 1 convex elements) volume: 340340.41 Bip02 Spine1 ( 34 verts, 1 convex elements) volume: 152244.72 Bip02 L UpperArm ( 18 verts, 1 convex elements) volume: 1616.83 Bip02 L Forearm ( 18 verts, 1 convex elements) volume: 8532.39 Bip02 R UpperArm ( 18 verts, 1 convex elements) volume: 1616.83 Bip02 R Forearm ( 18 verts, 1 convex elements) volume: 8532.38 Bip02 R Finger0 ( 10 verts, 1 convex elements) volume: 7403.84 Collision model completed. --------------------- writing C:\Program Files\Steam\steamapps\badglock440\garrysmod\garrysmod\models/Synth.mdl: bones 19416 bytes (71) animations 72244 bytes (10 anims) (538 frames) [0:17] sequences 2476 bytes (10 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 1788 bytes keyvalues 0 bytes bone transforms 9720 bytes Collision model volume 700909.91 in^3 ERROR: Rotation constraint on bone "Bip02 Tail" which has no parent!!! ERROR: Aborted Processing on 'Synth.mdl' [/CODE] It compiles fine when i omit Bip02 Tail entirely this is what i get without Bip02 [IMG]http://i264.photobucket.com/albums/ii179/aug440/synthbox-1.png[/IMG] Bip02 Tail is weighted to the ENTIRE thorax section of the crab synth so i cant just delete it heres my current qc [CODE] $cd "C:\Users\shad0w440\Desktop\Workstuff\SYNTH\synthassets" $modelname "Synth.mdl" $model "studio" "synth_reference.smd" $cdmaterials "models\synth/" $hboxset "default" $hbox 0 "Bip02" -28.862 -39.087 -18.732 25.491 40.444 1.940 $hbox 0 "Bip02 Pelvis" -19.713 -17.374 -48.724 87.387 25.492 50.240 $hbox 0 "Bip02 Spine" -16.034 -25.693 -45.629 25.614 27.392 45.629 $hbox 0 "Bip02 L Thigh" -15.457 -20.630 -16.110 45.110 25.377 16.030 $hbox 0 "Bip02 L Calf" -14.607 -16.715 -17.756 37.693 18.891 13.032 $hbox 0 "Bip02 L HorseLink" -2.898 -17.750 -28.507 54.133 30.563 9.718 $hbox 0 "Bip02 L Foot" -9.319 -6.009 -20.376 16.266 48.756 8.690 $hbox 0 "Bip02 R Thigh" -13.276 -21.403 -14.662 45.998 25.875 17.477 $hbox 0 "Bip02 R Calf" -14.389 -17.451 -11.791 36.852 18.155 18.997 $hbox 0 "Bip02 R HorseLink" -2.254 -18.528 -8.443 51.823 29.299 29.782 $hbox 0 "Bip02 R Foot" -4.972 -6.646 -7.202 16.252 48.749 20.861 $hbox 0 "Bip02 Tail" -41.896 -43.935 -39.093 81.632 35.867 47.020 $hbox 0 "Box11" -17.291 -12.589 -8.686 101.436 26.125 22.893 $hbox 0 "Box09" -5.451 0.000 -3.765 13.018 28.786 13.832 $hbox 0 "Dummy10" 0.000 -12.937 -16.590 95.388 0.000 6.158 $hbox 0 "Box07" -80.640 -3.403 -11.358 1.091 2.300 2.988 $hbox 0 "Box06" -53.263 -3.963 -19.893 11.798 7.934 1.138 $hbox 0 "Box08" -27.776 -2.134 0.000 4.983 3.279 4.301 $hbox 0 "Bip02 Spine1" -19.815 -36.306 -47.916 60.453 23.401 49.254 $hbox 0 "Bip02 Neck" -6.724 0.000 -15.348 0.000 13.368 19.643 $hbox 0 "Bip02 L Clavicle" 0.000 -8.141 -4.972 28.395 10.800 4.625 $hbox 0 "Bip02 L UpperArm" -1.500 -11.316 -11.523 45.607 22.862 18.054 $hbox 0 "Bip02 L Forearm" -6.380 -7.163 -10.708 78.385 9.283 6.987 $hbox 0 "Bip02 L Hand" -43.296 0.000 -14.890 0.000 27.028 0.000 $hbox 0 "Bip02 L Finger01" -2.596 0.000 0.000 0.000 2.401 20.072 $hbox 0 "Bip02 L Finger0" -3.676 0.000 0.000 0.000 6.066 15.503 $hbox 0 "Bip02 L Finger21" -1.807 0.000 0.000 0.358 3.463 28.286 $hbox 0 "Bip02 L Finger2" -1.180 0.000 0.000 0.702 5.907 23.344 $hbox 0 "Bip02 R Clavicle" 0.000 -8.525 -6.415 30.848 11.277 1.031 $hbox 0 "Bip02 R UpperArm" 0.000 -11.814 -7.519 43.242 2.079 8.393 $hbox 0 "Bip02 R Forearm" -6.659 -38.257 -6.811 78.139 9.328 9.959 $hbox 0 "Bip02 R Finger21" -1.919 -0.153 0.000 0.386 2.753 27.327 $hbox 0 "Bip02 R Finger2" -1.931 0.000 0.000 0.000 4.832 26.005 $hbox 0 "Bip02 R Finger01" -0.520 -0.190 0.000 0.768 1.387 19.745 $hbox 0 "Bip02 R Finger0" -0.830 0.000 0.000 1.374 4.957 15.573 $hbox 0 "Skeleton06" -2.098 -1.642 -0.668 0.530 1.354 15.205 $hbox 0 "Skeleton05" -1.380 -1.511 0.000 0.000 0.818 24.278 $hbox 0 "Skeleton03" -1.069 -3.611 -0.081 1.598 2.863 17.419 $hbox 0 "Skeleton04" -0.103 -3.337 -0.057 1.992 0.434 24.283 $hbox 0 "Skeleton02" -1.599 -2.120 -0.035 1.052 3.044 17.624 $hbox 0 "Skeleton01" -1.993 -1.646 0.000 0.085 0.649 24.747 $hbox 0 "Skeleton08" -0.675 -1.642 -0.668 1.953 1.354 15.205 $hbox 0 "Skeleton07" 0.000 -11.090 0.000 1.259 0.818 24.278 $hbox 0 "Box04" -61.144 -15.648 -9.444 5.316 6.917 7.690 $hbox 0 "Box05" -10.658 -7.102 -7.398 11.961 6.485 6.884 $hbox 0 "Box02" -31.198 -6.436 -33.115 22.298 28.472 6.689 $hbox 0 "Box03" -4.063 -3.244 -1.007 1.386 3.870 6.105 $hbox 0 "Box10" -24.815 -10.486 -0.035 11.451 7.971 22.331 $hbox 0 "Box01" -69.009 -3.698 -11.569 0.000 14.748 2.663 // Model uses material "2frontlegs.vmt" // Model uses material "frontant.vmt" // Model uses material "mainbody.vmt" // Model uses material "front.vmt" // Model uses material "inside.vmt" // Model uses material "btmplate.vmt" // Model uses material "gat.vmt" // Model uses material "pulse.vmt" // Model uses material "misc.vmt" // Model uses material "ammo.vmt" // Model uses material "leg3.vmt" // Model uses material "backant.vmt" // Model uses material "backvent.vmt" // Model uses material "exhaust.vmt" // Model uses material "cage.vmt" // Model uses material "innereng.vmt" // Model uses material "topant.vmt" // Model uses material "engineclamp.vmt" // Model uses material "engturb.vmt" // Model uses material "leg1.vmt" // Model uses material "tendan.vmt" // Model uses material "backcyl.vmt" // Model uses material "2vents.vmt" // Model uses material "hole.vmt" // Model uses material "spinner.vmt" // Model uses material "backvent2.vmt" // Model uses material "leg2.vmt" $surfaceprop "strider" $illumposition 20.648 -2.506 64.473 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $sequence idleshake01 "idleshake01" ACT_IDLE 1 fps 30.00 rotate -90 node idle $sequence idle01 "idle01" ACT_IDLE 5 fps 30.00 rotate -90 node idle $sequence walk01 "walk01" loop ACT_WALK 1 fps 30.00 rotate -90 $sequence chargeready "chargeready" ACT_CHARGE_START 1 fps 30.00 rotate -90 transition idle precharge $sequence chargestart "chargestart" ACT_CHARGE_START_MOVE 1 fps 30.00 rotate -90 transition precharge charge $sequence chargeloop "chargeloop" loop ACT_RUN 1 fps 30.00 rotate -90 node charge $sequence run01 "run01" loop ACT_RUN 4 fps 40.00 rotate -90 node charge $sequence chargestop "chargestop" ACT_CHARGE_MOVE_END 1 fps 30.00 rotate -90 transition charge postcharge $sequence chargeend "chargeend" ACT_CHARGE_END 1 fps 30.00 rotate -90 transition postcharge idle $collisionjoints "phymodel.smd" { $mass 1500.0 $inertia 10.00 $damping 0.01 $rotdamping 1.00 $rootbone "Bip02 Pelvis" $jointrotdamping "Bip02 R UpperArm" 2.00 $jointconstrain "Bip02 R UpperArm" x limit -15.00 15.00 1.00 $jointconstrain "Bip02 R UpperArm" y limit -15.00 15.00 1.00 $jointconstrain "Bip02 R UpperArm" z limit -15.00 50.00 1.00 $jointrotdamping "Bip02 L UpperArm" 2.00 $jointconstrain "Bip02 L UpperArm" x limit -15.00 15.00 1.00 $jointconstrain "Bip02 L UpperArm" y limit -15.00 15.00 1.00 $jointconstrain "Bip02 L UpperArm" z limit -15.00 50.00 1.00 $jointrotdamping "Bip02 L Forearm" 2.00 $jointconstrain "Bip02 L Forearm" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 L Forearm" y limit 0.00 0.00 1.00 $jointconstrain "Bip02 L Forearm" z limit -50.00 30.00 1.00 $jointconstrain "Bip02 Spine1" x limit -15.00 15.00 1.00 $jointconstrain "Bip02 Spine1" y limit -10.00 10.00 1.00 $jointconstrain "Bip02 Spine1" z limit -30.00 20.00 1.00 $jointrotdamping "Bip02 R Thigh" 2.00 $jointconstrain "Bip02 R Thigh" x limit -40.00 20.00 1.00 $jointconstrain "Bip02 R Thigh" y limit -30.00 30.00 1.00 $jointconstrain "Bip02 R Thigh" z limit -50.00 25.00 1.00 $jointrotdamping "Bip02 R Calf" 2.00 $jointconstrain "Bip02 R Calf" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 R Calf" y limit 0.00 0.00 1.00 $jointconstrain "Bip02 R Calf" z limit -30.00 40.00 1.00 $jointrotdamping "Bip02 L Thigh" 2.00 $jointconstrain "Bip02 L Thigh" x limit -20.00 40.00 1.00 $jointconstrain "Bip02 L Thigh" y limit -30.00 30.00 1.00 $jointconstrain "Bip02 L Thigh" z limit -50.00 25.00 1.00 $jointrotdamping "Bip02 L Calf" 2.00 $jointconstrain "Bip02 L Calf" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 L Calf" y limit 0.00 0.00 1.00 $jointconstrain "Bip02 L Calf" z limit -30.00 40.00 1.00 $jointrotdamping "Bip02 L HorseLink" 2.00 $jointconstrain "Bip02 L HorseLink" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 L HorseLink" y limit 0.00 0.00 1.00 $jointconstrain "Bip02 L HorseLink" z limit -30.00 50.00 1.00 $jointconstrain "Bip02 Tail" x limit -15.00 15.00 1.00 $jointconstrain "Bip02 Tail" y limit -15.00 15.00 1.00 $jointconstrain "Bip02 Tail" z limit -15.00 15.00 1.00 $jointrotdamping "Bip02 R HorseLink" 2.00 $jointconstrain "Bip02 R HorseLink" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 R HorseLink" y limit 0.00 0.00 1.00 $jointconstrain "Bip02 R HorseLink" z limit -30.00 50.00 1.00 $jointrotdamping "Bip02 R Forearm" 2.00 $jointconstrain "Bip02 R Forearm" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 R Forearm" y limit 0.00 0.00 1.00 $jointconstrain "Bip02 R Forearm" z limit -50.00 30.00 1.00 $jointrotdamping "Bip02 L Foot" 2.00 $jointconstrain "Bip02 L Foot" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 L Foot" y limit -15.00 15.00 1.00 $jointconstrain "Bip02 L Foot" z limit -15.00 15.00 1.00 $jointrotdamping "Bip02 R Foot" 2.00 $jointconstrain "Bip02 R Foot" x limit 0.00 0.00 1.00 $jointconstrain "Bip02 R Foot" y limit -15.00 15.00 1.00 $jointconstrain "Bip02 R Foot" z limit -15.00 15.00 1.00 } [/CODE] What do i do? EDIT: FIXED Turns out it was really a weightmapping issue [IMG]http://i264.photobucket.com/albums/ii179/aug440/physsynth.png[/IMG] Thanks for your help guys :D
You can try forcing the bone's parent in the QC with the hierarchy command. $hierarchy "Bip02 Tail" "bip02 Spine"
This problem is caused by problematic bone hierarchy, so one bone that's parented to "Bip02 Tail" is also parented to another bone. I explained this a bit in [url=http://www.facepunch.com/threads/1055599-Any-Good-Tutorials-For-Making-A-Ragdoll-In-3ds-Max?p=27841434&viewfull=1#post27841434]this thread[/url]. If all of your bones are parented correctly, rotating the root bone (usually the pelvis) in your modelling program should move all of the bones.
[QUOTE=BabyFawnLegs;27857944]This problem is caused by problematic bone hierarchy, so one bone that's parented to "Bip02 Tail" is also parented to another bone. I explained this a bit in [url=http://www.facepunch.com/threads/1055599-Any-Good-Tutorials-For-Making-A-Ragdoll-In-3ds-Max?p=27841434&viewfull=1#post27841434]this thread[/url]. If all of your bones are parented correctly, rotating the root bone (usually the pelvis) in your modelling program should move all of the bones.[/QUOTE] I honestly have know idea what the rootbone is i tested the bones and the the first three bones in the hierarchy all seem to be rootbones Bip02 -> Bip02 Pelvis -> Bip02 Spine and then it branches to the thighs Spine1 and the tail valves rig for the synth is confusing :/ i could fix the hierarchy a little but i dont know how that will affect the other working smds UPDATE parenting Bip02 Tail to Bip02 Spine1 is the only thing that seems to do anything diffrent it crashes studiomdl and prints this [code] Processing jointed collision model Bip02 L Thigh ( 22 verts, 1 convex elements) volume: 27597.29 Bip02 L Calf ( 24 verts, 1 convex elements) volume: 18246.92 Bip02 L HorseLink ( 28 verts, 1 convex elements) volume: 28090.88 Bip02 L Foot ( 22 verts, 1 convex elements) volume: 16376.18 Bip02 R Thigh ( 24 verts, 1 convex elements) volume: 27597.29 Bip02 R Calf ( 24 verts, 1 convex elements) volume: 18246.93 Bip02 R HorseLink ( 28 verts, 1 convex elements) volume: 28090.88 Bip02 R Foot ( 22 verts, 1 convex elements) volume: 16376.19 WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! [/code]
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