[img]http://cloud.steampowered.com/ugc/594735680128642473/6719B497098A50100EE1895EE231630147647976/[/img]
In the model program, it's perfect, but in-game, it has the neck out. Any ideas?
[code] $cd "C:\Users\Jon\Documents\SAS"
$modelname "player\ct_urban.mdl"
$model "bravosix" "ct_urban_reference.smd"
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$poseparameter head_pitch -90.00 90.00
$poseparameter head_yaw -90.00 90.00
$cdmaterials "models\player\bravosix\mw3\sas\"
$cdmaterials "models\CODMW2\Rangers\"
$cdmaterials "bto\"
$cdmaterials "models\SAS\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -8.300 -7.730 -5.430 8.300 2.010 6.580
$hbox 6 "ValveBiped.Bip01_L_Thigh" 4.580 -5.380 -3.430 22.880 3.780 4.580
$hbox 6 "ValveBiped.Bip01_L_Calf" -0.290 -4.300 -3.430 20.880 3.150 3.430
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.290 -1.140 -2.580 5.720 4.580 2.010
$hbox 7 "ValveBiped.Bip01_R_Thigh" 4.580 -5.380 -3.430 22.880 3.780 4.580
$hbox 7 "ValveBiped.Bip01_R_Calf" -0.290 -4.300 -3.430 20.880 3.150 3.430
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.290 -1.140 -2.010 5.720 4.580 2.580
$hbox 3 "ValveBiped.Bip01_Spine1" -9.150 -2.260 -8.010 4.580 8.330 8.010
$hbox 2 "ValveBiped.Bip01_Spine2" -2.070 -2.430 -7.690 12.570 9.320 7.690
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.140 -2.580 -2.290 14.870 2.580 2.290
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.720 -2.400 -2.400 13.160 2.400 2.400
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.290 -2.460 -1.720 6.580 1.550 2.860
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.140 -2.580 -2.290 14.870 2.580 2.290
$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.720 -2.400 -2.400 13.160 2.400 2.400
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.290 -2.460 -2.860 6.580 1.550 1.720
$hbox 1 "ValveBiped.Bip01_Head1" -0.416 -6.240 -3.640 9.360 4.441 3.016
$bbox -13 -13 0 13 13 72
// Model uses material "sas_urban_lowerbody_col.vmt"
// Model uses material "sas_urban_upperbody_col.vmt"
// Model uses material "sas_props_gloves_col.vmt"
// Model uses material "sas_assault_col.vmt"
// Model uses material "sas_props_rope_col.vmt"
// Model uses material "sas_urban_headgear_a_col.vmt"
// Model uses material "sas_shotgun_col.vmt"
// Model uses material "mata.vmt"
// Model uses material "sas_lmg_col.vmt"
// Model uses material "sas_urban_head_a_col.vmt"
// Model uses material "sas_goggles_col.vmt"
// Model uses material "ojos.vmt"
// Model uses material "zoey_head.vmt"
// Model uses material "Cap_01_AF_D.vmt"
// Model uses material "goggle_glass.vmt"
// Model uses material "goggle_main.vmt"
// Model uses material "Stella_mask.vmt"
// Model uses material "Stella_Bullet_vmt"
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "primary" "ValveBiped.Bip01_Spine2" 11.08 -5.11 -5.77 rotate -19.00 178.00 1.00
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.20 0.00 rotate -0.00 -0.00 0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.20 0.00 rotate 0.00 0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" -0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$includemodel "player/cs_player_shared.mdl"
$includemodel "player/ak_anims_ct.mdl"
$includemodel "player/ak_anims_t.mdl"
$surfaceprop "flesh"
$illumposition 0.368 -2.578 38.412
$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
$ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {
$mass 100.0
$inertia 10.00
$damping 0.05
$rotdamping 5.00
$rootbone "valvebiped.bip01_pelvis"
$jointrotdamping "valvebiped.bip01_pelvis" 3.00
$jointmassbias "valvebiped.bip01_l_thigh" 7.00
$jointrotdamping "valvebiped.bip01_l_thigh" 7.00
$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -10.00 15.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -55.00 25.00 0.00
$jointmassbias "valvebiped.bip01_l_calf" 4.00
$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 115.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit 0.00 0.00 0.00
$jointmassbias "valvebiped.bip01_r_thigh" 7.00
$jointrotdamping "valvebiped.bip01_r_thigh" 7.00
$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -10.00 15.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -55.00 25.00 0.00
$jointmassbias "valvebiped.bip01_r_calf" 4.00
$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 115.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" z limit 0.00 0.00 0.00
$jointmassbias "valvebiped.bip01_spine2" 9.00
$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00
$jointmassbias "valvebiped.bip01_l_clavicle" 4.00
$jointrotdamping "valvebiped.bip01_l_clavicle" 6.00
$jointconstrain "valvebiped.bip01_l_clavicle" x limit -15.00 15.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -10.00 10.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" z limit 0.00 45.00 0.00
$jointmassbias "valvebiped.bip01_l_upperarm" 5.00
$jointrotdamping "valvebiped.bip01_l_upperarm" 2.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -15.00 20.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -40.00 32.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -80.00 25.00 0.00
$jointmassbias "valvebiped.bip01_l_forearm" 4.00
$jointrotdamping "valvebiped.bip01_l_forearm" 4.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit -40.00 15.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 10.00 0.00
$jointmassbias "valvebiped.bip01_r_clavicle" 4.00
$jointrotdamping "valvebiped.bip01_r_clavicle" 6.00
$jointconstrain "valvebiped.bip01_r_clavicle" x limit -15.00 15.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -10.00 10.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" z limit 0.00 45.00 0.00
$jointmassbias "valvebiped.bip01_r_upperarm" 5.00
$jointrotdamping "valvebiped.bip01_r_upperarm" 2.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -15.00 20.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -40.00 32.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -80.00 25.00 0.00
$jointmassbias "valvebiped.bip01_r_forearm" 4.00
$jointrotdamping "valvebiped.bip01_r_forearm" 4.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit -40.00 15.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 10.00 0.00
$jointrotdamping "valvebiped.bip01_r_hand" 1.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -35.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -50.00 50.00 0.00
$jointrotdamping "valvebiped.bip01_l_hand" 1.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -35.00 35.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -50.00 50.00 0.00
$jointmassbias "valvebiped.bip01_head1" 4.00
$jointrotdamping "valvebiped.bip01_head1" 3.00
$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -20.00 20.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -26.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" z limit 0.00 0.00 0.00
}
[/code]
Anybody?
thats a nice css gui but anyway its probably that the sequences stretch out the neck a bit so maybe put the head lower in the model viewer and see what it does
neck part is probably rigged to head bone. fix that.
Most likely bad rigging which is then warped during the animation.
Okay so, how do I attach the head to the neck and head bone? Also, I'm getting consistency errors for the model now. Anyway to fix that too?
[editline]17th November 2012[/editline]
Fixed the consistency error, now the neck problem is still there.
Any ideas?
Well fix the rigging really. Not much else to say.
You know you could just make a thread for this model that you keep having issues with. It seems you just keep stumbling upon issues each time you do something. Nothing wrong when you're starting out but every problem doesn't need a thread.
I'm sorry, not trying to spam threads. I just thought it would be more efficient.
Wraith- How do I fix the rigging?
You're using 3dsmax right? If so, look at the skin modifier on the top of that stack. Here this guide should help you at least somewhat figure out what you ought to do.
[url]http://www.facepunch.com/showthread.php?t=542906&highlight=ripping+tutorial[/url]
Basically what's going on right now, is that the lower part of the head's mesh is being incorrectly rigged to the headbone, or neck bone or something else. As opposed to spine4 (think) so it starts clipping out of the mesh.
You essentially have to quickly and dirtily rig it to the right bone.
I don't use 3DSmax, I use milkshape.
so google a milkshape rigging tutorial
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