• Custom Playermodel animations for Source?
    7 replies, posted
(Put in the wrong section before) I was recently dabbing around with Source and I happened to be interested in something. I really want to make my own custom animations for Garrysmod. By this I mean playermodel animations. I'll probably be using either 3DS Max or Blender, but I really just need to find a good tutorial on how to do it. Any of you have any suggestions that can explain to me straight forward?
God help you. If you are planning to redo every animation, thats more than 400 animations. I dont know of any tutorials for creating player animations but its just like making normal animations but with specific sequence names. When I was just starting out I made a playermodel will all custom animations I worked on it continuously for 9 months. Heres the QC, it has all of the generic player animations and some of the custom garrysmod animations (I wrote this right after the update that gave garrysmod the flying and act animations). You can use it as a template since it has examples of every kind of player animation you'll want to know. [code]$cd "C:\Users\shad0w440\Desktop\SV4\sonicassets\COMPILE1" $modelname "player\sonicV4.mdl" $model "SonicV4" "sonic.smd" { flexfile "mdldecompiler_expressions.vta" { flex "angry" frame 1 flex "huh" frame 2 flex "l_close" frame 3 flex "r_close" frame 4 flex "l_sigh" frame 5 flex "r_sigh" frame 6 flex "mouth_open" frame 7 flex "oh" frame 8 flex "sad" frame 9 flex "Shock" frame 10 flex "weird" frame 11 flex "l_Smile" frame 12 flex "r_Smile" frame 13 } eyeball righteye ValveBiped.Bip01_Head1 -2.300 -0.390 40.313 eyeball_r 8.000 0.500 pupil_r 10.000 eyeball lefteye ValveBiped.Bip01_Head1 2.300 -0.390 40.313 eyeball_l 8.000 -0.500 pupil_l 10.000 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 14 0.000000 neutral 14 0.000000 raiser 14 0.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 15 0.000000 neutral 15 0.000000 raiser 15 0.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 16 0.000000 neutral 16 0.000000 raiser 16 0.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 17 0.000000 neutral 17 0.000000 raiser 17 0.000000 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller phoneme blank "range" 0.000 1.000 } $poseparameter aim_yaw -52.50 52.52 $poseparameter aim_pitch -50.00 80.44 $poseparameter move_yaw -180.00 180.00 $poseparameter body_yaw -29.73 29.73 $poseparameter spine_yaw -30.71 30.71 $poseparameter head_yaw -44.82 44.82 $poseparameter head_pitch -23.00 20.00 $poseparameter head_roll -10.85 10.93 $poseparameter vehicle_steer -1.00 1.00 $poseparameter vertical_velocity -1.00 1.00 $cdmaterials "models\sonic\" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Spine" -0.601 -7.320 -3.003 2.398 2.645 3.003 $hbox 0 "ValveBiped.Bip01_Spine1" -0.864 -1.939 -3.616 2.112 3.605 3.616 $hbox 0 "ValveBiped.Bip01_Spine2" -3.854 -7.910 -4.879 5.353 4.653 4.879 $hbox 0 "ValveBiped.Bip01_Head1" -34.754 -16.136 -10.544 17.457 11.308 10.562 $hbox 0 "ValveBiped.Bip01_R_Clavicle" 0.000 -0.282 -1.312 3.441 1.276 2.129 $hbox 0 "ValveBiped.Bip01_R_UpperArm" 0.000 -0.797 -0.857 6.982 0.773 0.675 $hbox 0 "ValveBiped.Bip01_R_Forearm" 0.000 -2.755 -2.553 8.497 2.667 2.962 $hbox 0 "ValveBiped.Bip01_R_Hand" -20.560 -5.531 -3.024 7.274 2.718 3.874 $hbox 0 "ValveBiped.Bip01_L_Clavicle" 0.000 -0.665 -0.811 3.620 1.046 1.358 $hbox 0 "ValveBiped.Bip01_L_UpperArm" 0.000 -0.945 -0.802 7.363 0.764 0.864 $hbox 0 "ValveBiped.Bip01_L_Forearm" 0.000 -2.940 -2.909 8.784 2.893 2.920 $hbox 0 "ValveBiped.Bip01_L_Hand" -20.641 -1.877 -3.873 6.534 7.506 3.026 $hbox 0 "ValveBiped.Bip01_R_Thigh" -0.049 -1.529 -0.772 7.610 1.252 1.510 $hbox 0 "ValveBiped.Bip01_R_Calf" 0.000 -4.344 -3.404 13.473 3.040 3.824 $hbox 0 "ValveBiped.Bip01_R_Foot" -5.155 -6.997 -5.179 10.119 5.795 4.353 $hbox 0 "ValveBiped.Bip01_R_Toe0" 0.000 -5.041 -4.363 6.638 0.248 3.625 $hbox 0 "ValveBiped.Bip01_L_Thigh" -0.086 -1.527 -1.457 7.610 1.254 0.825 $hbox 0 "ValveBiped.Bip01_L_Calf" 0.000 -4.594 -3.770 13.473 3.043 3.457 $hbox 0 "ValveBiped.Bip01_L_Foot" -5.173 -7.034 -4.315 10.119 5.749 5.234 $hbox 0 "ValveBiped.Bip01_L_Toe0" 0.000 -4.921 -3.623 6.641 0.000 4.337 $hbox 0 "ValveBiped.Bip01_L_Finger4" -0.349 -0.665 -0.804 2.749 0.785 0.627 $hbox 0 "ValveBiped.Bip01_L_Finger41" -1.197 -0.835 -0.797 2.243 1.535 0.772 $hbox 0 "ValveBiped.Bip01_L_Finger42" -1.205 -1.092 -0.916 0.000 0.324 0.640 $hbox 0 "ValveBiped.Bip01_L_Finger3" -0.389 -0.804 -1.122 2.444 1.025 0.320 $hbox 0 "ValveBiped.Bip01_L_Finger31" -0.474 -0.679 -0.815 2.574 1.075 0.745 $hbox 0 "ValveBiped.Bip01_L_Finger32" -0.710 -0.348 -0.883 0.484 1.080 0.853 $hbox 0 "ValveBiped.Bip01_L_Finger2" -0.203 -0.744 -0.950 2.380 1.198 0.330 $hbox 0 "ValveBiped.Bip01_L_Finger21" -0.039 -0.802 -0.932 2.722 1.035 0.717 $hbox 0 "ValveBiped.Bip01_L_Finger22" -0.447 0.000 -0.960 0.948 1.498 0.875 $hbox 0 "ValveBiped.Bip01_L_Finger1" -0.392 -0.736 -0.871 2.335 1.095 0.810 $hbox 0 "ValveBiped.Bip01_L_Finger11" -0.262 -0.864 -0.702 2.807 1.016 0.795 $hbox 0 "ValveBiped.Bip01_L_Finger12" -0.461 -0.510 -0.939 0.571 0.978 0.730 $hbox 0 "ValveBiped.Bip01_L_Finger0" 0.000 -1.357 -1.548 2.236 1.228 2.073 $hbox 0 "ValveBiped.Bip01_L_Finger01" 0.000 -0.860 -0.620 2.650 0.966 1.311 $hbox 0 "ValveBiped.Bip01_L_Finger02" -0.091 -1.019 -0.060 1.544 0.563 1.296 $hbox 0 "ValveBiped.Bip01_R_Finger4" -0.739 -0.469 -0.821 1.489 1.263 0.802 $hbox 0 "ValveBiped.Bip01_R_Finger41" -0.777 -0.560 -1.042 1.070 1.864 0.715 $hbox 0 "ValveBiped.Bip01_R_Finger42" -0.761 -0.328 -1.006 0.572 1.122 0.644 $hbox 0 "ValveBiped.Bip01_R_Finger3" -0.871 -0.605 -0.412 1.968 1.511 0.967 $hbox 0 "ValveBiped.Bip01_R_Finger31" -0.894 -0.607 -0.769 1.504 2.105 0.788 $hbox 0 "ValveBiped.Bip01_R_Finger32" -0.843 -0.159 -0.948 0.781 1.135 0.787 $hbox 0 "ValveBiped.Bip01_R_Finger2" -0.682 -0.599 -0.476 2.095 1.156 0.793 $hbox 0 "ValveBiped.Bip01_R_Finger21" -0.579 -0.435 -0.847 1.831 2.041 0.802 $hbox 0 "ValveBiped.Bip01_R_Finger22" -0.447 0.000 -0.960 0.948 1.498 0.875 $hbox 0 "ValveBiped.Bip01_R_Finger1" -0.744 -0.605 -0.861 2.270 1.047 0.887 $hbox 0 "ValveBiped.Bip01_R_Finger11" -0.577 -0.817 -0.747 2.396 1.240 0.753 $hbox 0 "ValveBiped.Bip01_R_Finger12" -0.461 -0.510 -0.939 0.571 0.978 0.730 $hbox 0 "ValveBiped.Bip01_R_Finger0" 0.000 -1.098 -1.961 2.748 0.806 1.497 $hbox 0 "ValveBiped.Bip01_R_Finger01" 0.000 -0.972 -0.960 2.071 0.821 1.131 $hbox 0 "ValveBiped.Bip01_R_Finger02" 0.000 -1.085 -1.129 1.176 0.462 1.164 $hbox 0 "Hair_main" -12.159 -6.808 -7.989 12.136 11.895 9.003 $hbox 0 "Hair_up_center" -4.717 -4.262 0.000 4.915 4.540 5.904 $hbox 0 "Hair_up_center2" -4.045 -3.155 0.000 3.816 3.612 4.501 $hbox 0 "Hair_up_center3" -2.480 -1.620 0.000 2.218 2.164 7.650 $hbox 0 "Hair_up_left" -4.061 -4.209 0.000 4.380 4.703 6.385 $hbox 0 "Hair_up_left2" -2.937 -3.275 0.000 3.408 3.482 5.378 $hbox 0 "Hair_up_left3" -1.516 -2.029 0.000 2.634 1.682 6.078 $hbox 0 "Hair_up_right" -4.079 -4.757 0.000 4.398 4.206 6.380 $hbox 0 "Hair_up_right2" -3.067 -3.480 0.000 3.288 3.287 5.318 $hbox 0 "Hair_up_right3" -1.838 -1.624 0.000 2.319 2.090 6.163 $hbox 0 "Hair_down_center" -5.070 -5.172 0.000 4.867 5.327 3.929 $hbox 0 "Hair_down_center2" -4.493 -4.399 0.000 4.269 4.032 4.497 $hbox 0 "Hair_down_center3" -3.504 -3.246 0.000 3.243 3.076 4.065 $hbox 0 "Hair_down_center4" -2.170 -1.646 0.000 1.870 1.877 5.937 $hbox 0 "Hair_down_left" -3.534 -3.982 0.000 4.392 4.267 4.600 $hbox 0 "Hair_down_left2" -2.461 -2.771 0.000 3.745 3.508 4.378 $hbox 0 "Hair_down_left3" -1.198 -1.818 0.000 2.466 1.897 4.468 $hbox 0 "Hair_down_right" -3.551 -4.283 0.000 4.377 3.963 4.602 $hbox 0 "Hair_down_right2" -2.544 -3.485 0.000 3.664 2.812 4.361 $hbox 0 "Hair_down_right3" -1.359 -1.879 0.000 2.307 1.835 4.493 $hbox 0 "Ear_left" -4.101 -2.505 -1.011 3.071 3.704 3.945 $hbox 0 "Ear_left2" -2.397 -1.574 -0.916 2.093 0.000 3.038 $hbox 0 "Ear_right" -4.061 -3.723 -0.848 3.172 2.501 4.013 $hbox 0 "Ear_right2" -2.456 0.000 -0.912 2.045 1.587 3.009 $hbox 0 "Taper_+2" -1.866 -1.121 -8.022 7.162 4.811 8.017 // Model uses material "body.vmt" // Model uses material "head.vmt" // Model uses material "pupil.vmt" // Model uses material "pupil_l.vmt" // Model uses material "pupil_r.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "mouth.vmt" $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 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "eyes" "ValveBiped.Bip01_Head1" 1.64 -4.45 -0.00 rotate 0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" -2.25 -5.60 -0.00 rotate -0 -90 -90 $bonemerge "Taper_+2" $bonemerge "ValveBiped.Bip01_Head1" $surfaceprop "flesh" $illumposition 0.007 0.561 35.329 $jigglebone "Ear_left2" { is_flexible { yaw_stiffness 800 yaw_damping 10 pitch_stiffness 300 pitch_damping 10 tip_mass 0 length 5 angle_constraint 25 } } $jigglebone "Ear_right2" { is_flexible { yaw_stiffness 800 yaw_damping 10 pitch_stiffness 300 pitch_damping 10 tip_mass 0 length 5 angle_constraint 25 } } $Weightlist Upper { "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 0.4 "ValveBiped.Bip01_L_Clavicle" 0.8 "ValveBiped.Bip01_L_Upperarm" 1.0 "ValveBiped.Bip01_R_Clavicle" 0.8 "ValveBiped.Bip01_R_Upperarm" 1.0 } $Weightlist Toefix { "ValveBiped.Bip01_L_Foot" 0.0 "ValveBiped.Bip01_R_Foot" 0.0 "ValveBiped.Bip01_L_Toe0" 0.8 "ValveBiped.Bip01_R_Toe0" 0.8 } $Weightlist thegun { "ValveBiped.Bip01_R_Hand" 0.0 "ValveBiped.Bip01_L_Hand" 0.0 "ValveBiped.Bip01_L_Finger4" 0.5 "ValveBiped.Bip01_L_Finger41" 0.8 "ValveBiped.Bip01_L_Finger42" 0.0 "ValveBiped.Bip01_L_Finger3" 0.5 "ValveBiped.Bip01_L_Finger31" 0.8 "ValveBiped.Bip01_L_Finger32" 0.0 "ValveBiped.Bip01_L_Finger2" 0.5 "ValveBiped.Bip01_L_Finger21" 0.8 "ValveBiped.Bip01_L_Finger22" 0.0 "ValveBiped.Bip01_L_Finger1" 0.5 "ValveBiped.Bip01_L_Finger11" 0.8 "ValveBiped.Bip01_L_Finger12" 0.0 "ValveBiped.Bip01_L_Finger0" 0.5 "ValveBiped.Bip01_L_Finger01" 0.8 "ValveBiped.Bip01_L_Finger02" 0.0 "ValveBiped.Bip01_R_Finger4" 0.5 "ValveBiped.Bip01_R_Finger41" 0.8 "ValveBiped.Bip01_R_Finger42" 0.0 "ValveBiped.Bip01_R_Finger3" 0.5 "ValveBiped.Bip01_R_Finger31" 0.8 "ValveBiped.Bip01_R_Finger32" 0.0 "ValveBiped.Bip01_R_Finger2" 0.5 "ValveBiped.Bip01_R_Finger21" 0.8 "ValveBiped.Bip01_R_Finger22" 0.0 "ValveBiped.Bip01_R_Finger1" 0.5 "ValveBiped.Bip01_R_Finger11" 0.8 "ValveBiped.Bip01_R_Finger12" 0.0 "ValveBiped.Bip01_R_Finger0" 0.5 "ValveBiped.Bip01_R_Finger01" 0.8 "ValveBiped.Bip01_R_Finger02" 0.0 } $weightlist signals { "ValveBiped.Bip01_Head1" 1.0 "ValveBiped.Bip01_L_Clavicle" 1.0 } $weightlist groupsig { "ValveBiped.Bip01_Head1" 1.0 "ValveBiped.Bip01_L_Clavicle" 1.0 "ValveBiped.Bip01_R_Clavicle" 0.0 "ValveBiped.Bip01_L_Finger4" 0.0 "ValveBiped.Bip01_L_Finger3" 0.0 "ValveBiped.Bip01_L_Finger2" 0.0 "ValveBiped.Bip01_L_Finger1" 1.0 "ValveBiped.Bip01_L_Finger11" 0.5 "ValveBiped.Bip01_L_Finger12" 0.0 "ValveBiped.Bip01_Spine2" 0.7 } $Weightlist groupfist { "ValveBiped.Bip01_L_Hand" 0.0 "ValveBiped.Bip01_L_Finger4" 0.9 "ValveBiped.Bip01_L_Finger3" 0.9 "ValveBiped.Bip01_L_Finger2" 0.9 "ValveBiped.Bip01_L_Finger21" 0.9 "ValveBiped.Bip01_L_Finger22" 0.9 } $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 rotate -90.00 $sequence reference "reference" fps 30.00 hidden rotate 90.00 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation a_police_WalkN_pistol_aim_matrix_up_right "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_mid_right "a_police_WalkN_pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_down_right "a_police_WalkN_pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_up_center "a_police_WalkN_pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_mid_center "a_police_WalkN_pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_down_center "a_police_WalkN_pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_up_left "a_police_WalkN_pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_mid_left "a_police_WalkN_pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_police_WalkN_pistol_aim_matrix_down_left "a_police_WalkN_pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence police_WalkN_pistol_aim_matrix "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.00 subtract mdldecompiler_delta.smd 0 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_police_WalkN_pistol_aim_matrix_mid_right a_police_WalkN_pistol_aim_matrix_down_right a_police_WalkN_pistol_aim_matrix_up_center a_police_WalkN_pistol_aim_matrix_mid_center a_police_WalkN_pistol_aim_matrix_down_center a_police_WalkN_pistol_aim_matrix_up_left a_police_WalkN_pistol_aim_matrix_mid_left a_police_WalkN_pistol_aim_matrix_down_left } $animation a_weapons_Pistol_aim_matrix_up_right "a_weapons_Pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_mid_right "a_weapons_Pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_down_right "a_weapons_Pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_up_center "a_weapons_Pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_mid_center "a_weapons_Pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_down_center "a_weapons_Pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_up_left "a_weapons_Pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_mid_left "a_weapons_Pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Pistol_aim_matrix_down_left "a_weapons_Pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Pistol_aim_matrix "a_weapons_Pistol_aim_matrix_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Pistol_aim_matrix_mid_right a_weapons_Pistol_aim_matrix_down_right a_weapons_Pistol_aim_matrix_up_center a_weapons_Pistol_aim_matrix_mid_center a_weapons_Pistol_aim_matrix_down_center a_weapons_Pistol_aim_matrix_up_left a_weapons_Pistol_aim_matrix_mid_left a_weapons_Pistol_aim_matrix_down_left } $animation a_HL2DM_crouch_aim_pistol_up_right "a_HL2DM_crouch_aim_pistol_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_mid_right "a_HL2DM_crouch_aim_pistol_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_down_right "a_HL2DM_crouch_aim_pistol_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_up_center "a_HL2DM_crouch_aim_pistol_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_mid_center "a_HL2DM_crouch_aim_pistol_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_down_center "a_HL2DM_crouch_aim_pistol_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_up_left "a_HL2DM_crouch_aim_pistol_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_mid_left "a_HL2DM_crouch_aim_pistol_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_pistol_down_left "a_HL2DM_crouch_aim_pistol_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence HL2DM_crouch_aim_pistol "a_HL2DM_crouch_aim_pistol_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_HL2DM_crouch_aim_pistol_mid_right a_HL2DM_crouch_aim_pistol_down_right a_HL2DM_crouch_aim_pistol_up_center a_HL2DM_crouch_aim_pistol_mid_center a_HL2DM_crouch_aim_pistol_down_center a_HL2DM_crouch_aim_pistol_up_left a_HL2DM_crouch_aim_pistol_mid_left a_HL2DM_crouch_aim_pistol_down_left } $animation a_soldier_Aim_9_directions_up_right "a_soldier_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_right "a_soldier_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_right "a_soldier_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_up_center "a_soldier_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_center "a_soldier_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_center "a_soldier_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_up_left "a_soldier_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_mid_left "a_soldier_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_down_left "a_soldier_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Aim_9_directions "a_soldier_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_soldier_Aim_9_directions_mid_right a_soldier_Aim_9_directions_down_right a_soldier_Aim_9_directions_up_center a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_down_center a_soldier_Aim_9_directions_up_left a_soldier_Aim_9_directions_mid_left a_soldier_Aim_9_directions_down_left } $animation a_soldier_Aim_9_directions_SG_up_right "a_soldier_Aim_9_directions_SG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_mid_right "a_soldier_Aim_9_directions_SG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_down_right "a_soldier_Aim_9_directions_SG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_up_center "a_soldier_Aim_9_directions_SG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_mid_center "a_soldier_Aim_9_directions_SG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_down_center "a_soldier_Aim_9_directions_SG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_up_left "a_soldier_Aim_9_directions_SG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_mid_left "a_soldier_Aim_9_directions_SG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Aim_9_directions_SG_down_left "a_soldier_Aim_9_directions_SG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Aim_9_directions_SG "a_soldier_Aim_9_directions_SG_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_soldier_Aim_9_directions_SG_mid_right a_soldier_Aim_9_directions_SG_down_right a_soldier_Aim_9_directions_SG_up_center a_soldier_Aim_9_directions_SG_mid_center a_soldier_Aim_9_directions_SG_down_center a_soldier_Aim_9_directions_SG_up_left a_soldier_Aim_9_directions_SG_mid_left a_soldier_Aim_9_directions_SG_down_left } $animation a_soldier_Crouch_aim_9_directions_straight_up "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_up_right "a_soldier_Crouch_aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_mid_right "a_soldier_Crouch_aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_up_center "a_soldier_Crouch_aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_mid_center "a_soldier_Crouch_aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_up_left "a_soldier_Crouch_aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_soldier_Crouch_aim_9_directions_mid_left "a_soldier_Crouch_aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence soldier_Crouch_aim_9_directions "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_soldier_Crouch_aim_9_directions_up_right a_soldier_Crouch_aim_9_directions_mid_right a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_center a_soldier_Crouch_aim_9_directions_mid_center a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_left a_soldier_Crouch_aim_9_directions_mid_left } $animation a_weapons_Aim_9_directions_up_right "a_weapons_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_mid_right "a_weapons_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_down_right "a_weapons_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_up_center "a_weapons_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_mid_center "a_weapons_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_down_center "a_weapons_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_up_left "a_weapons_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_mid_left "a_weapons_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_down_left "a_weapons_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Aim_9_directions "a_weapons_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Aim_9_directions_mid_right a_weapons_Aim_9_directions_down_right a_weapons_Aim_9_directions_up_center a_weapons_Aim_9_directions_mid_center a_weapons_Aim_9_directions_down_center a_weapons_Aim_9_directions_up_left a_weapons_Aim_9_directions_mid_left a_weapons_Aim_9_directions_down_left } $animation a_weapons_Aim_9_directions_Alert_up_right "a_weapons_Aim_9_directions_Alert_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_mid_right "a_weapons_Aim_9_directions_Alert_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_down_right "a_weapons_Aim_9_directions_Alert_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_up_center "a_weapons_Aim_9_directions_Alert_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_mid_center "a_weapons_Aim_9_directions_Alert_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_down_center "a_weapons_Aim_9_directions_Alert_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_up_left "a_weapons_Aim_9_directions_Alert_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_mid_left "a_weapons_Aim_9_directions_Alert_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_9_directions_Alert_down_left "a_weapons_Aim_9_directions_Alert_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Aim_9_directions_Alert "a_weapons_Aim_9_directions_Alert_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Aim_9_directions_Alert_mid_right a_weapons_Aim_9_directions_Alert_down_right a_weapons_Aim_9_directions_Alert_up_center a_weapons_Aim_9_directions_Alert_mid_center a_weapons_Aim_9_directions_Alert_down_center a_weapons_Aim_9_directions_Alert_up_left a_weapons_Aim_9_directions_Alert_mid_left a_weapons_Aim_9_directions_Alert_down_left } $animation a_weapons_RunN_SMG1_Aim_9_directions_up_right "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_mid_right "a_weapons_RunN_SMG1_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_down_right "a_weapons_RunN_SMG1_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_up_center "a_weapons_RunN_SMG1_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_mid_center "a_weapons_RunN_SMG1_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_down_center "a_weapons_RunN_SMG1_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_up_left "a_weapons_RunN_SMG1_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_mid_left "a_weapons_RunN_SMG1_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_RunN_SMG1_Aim_9_directions_down_left "a_weapons_RunN_SMG1_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_RunN_SMG1_Aim_9_directions "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_RunN_SMG1_Aim_9_directions_mid_right a_weapons_RunN_SMG1_Aim_9_directions_down_right a_weapons_RunN_SMG1_Aim_9_directions_up_center a_weapons_RunN_SMG1_Aim_9_directions_mid_center a_weapons_RunN_SMG1_Aim_9_directions_down_center a_weapons_RunN_SMG1_Aim_9_directions_up_left a_weapons_RunN_SMG1_Aim_9_directions_mid_left a_weapons_RunN_SMG1_Aim_9_directions_down_left } $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_WalkN_SMG1_Alert_Aim_9_directions "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left } $animation a_weapons_Aim_RPG_9_directions_up_right "a_weapons_Aim_RPG_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_mid_right "a_weapons_Aim_RPG_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_down_right "a_weapons_Aim_RPG_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_up_center "a_weapons_Aim_RPG_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_mid_center "a_weapons_Aim_RPG_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_down_center "a_weapons_Aim_RPG_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_up_left "a_weapons_Aim_RPG_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_mid_left "a_weapons_Aim_RPG_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_weapons_Aim_RPG_9_directions_down_left "a_weapons_Aim_RPG_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence weapons_Aim_RPG_9_directions "a_weapons_Aim_RPG_9_directions_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_weapons_Aim_RPG_9_directions_mid_right a_weapons_Aim_RPG_9_directions_down_right a_weapons_Aim_RPG_9_directions_up_center a_weapons_Aim_RPG_9_directions_mid_center a_weapons_Aim_RPG_9_directions_down_center a_weapons_Aim_RPG_9_directions_up_left a_weapons_Aim_RPG_9_directions_mid_left a_weapons_Aim_RPG_9_directions_down_left } $animation a_HL2DM_crouch_aim_RPG_up_right "a_HL2DM_crouch_aim_RPG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_mid_right "a_HL2DM_crouch_aim_RPG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_down_right "a_HL2DM_crouch_aim_RPG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_up_center "a_HL2DM_crouch_aim_RPG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_mid_center "a_HL2DM_crouch_aim_RPG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_down_center "a_HL2DM_crouch_aim_RPG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_up_left "a_HL2DM_crouch_aim_RPG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_mid_left "a_HL2DM_crouch_aim_RPG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_RPG_down_left "a_HL2DM_crouch_aim_RPG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence HL2DM_crouch_aim_RPG "a_HL2DM_crouch_aim_RPG_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_HL2DM_crouch_aim_RPG_mid_right a_HL2DM_crouch_aim_RPG_down_right a_HL2DM_crouch_aim_RPG_up_center a_HL2DM_crouch_aim_RPG_mid_center a_HL2DM_crouch_aim_RPG_down_center a_HL2DM_crouch_aim_RPG_up_left a_HL2DM_crouch_aim_RPG_mid_left a_HL2DM_crouch_aim_RPG_down_left } $animation a_HL2DM_Aim_Gravgun_up_right "a_HL2DM_Aim_Gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_mid_right "a_HL2DM_Aim_Gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_down_right "a_HL2DM_Aim_Gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_up_center "a_HL2DM_Aim_Gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_mid_center "a_HL2DM_Aim_Gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_down_center "a_HL2DM_Aim_Gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_up_left "a_HL2DM_Aim_Gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_mid_left "a_HL2DM_Aim_Gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Aim_Gravgun_down_left "a_HL2DM_Aim_Gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence HL2DM_Aim_Gravgun "a_HL2DM_Aim_Gravgun_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_HL2DM_Aim_Gravgun_mid_right a_HL2DM_Aim_Gravgun_down_right a_HL2DM_Aim_Gravgun_up_center a_HL2DM_Aim_Gravgun_mid_center a_HL2DM_Aim_Gravgun_down_center a_HL2DM_Aim_Gravgun_up_left a_HL2DM_Aim_Gravgun_mid_left a_HL2DM_Aim_Gravgun_down_left } $animation a_HL2DM_Run_Aim_Gravgun_up_right "a_HL2DM_Run_Aim_Gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_mid_right "a_HL2DM_Run_Aim_Gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_down_right "a_HL2DM_Run_Aim_Gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_up_center "a_HL2DM_Run_Aim_Gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_mid_center "a_HL2DM_Run_Aim_Gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_down_center "a_HL2DM_Run_Aim_Gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_up_left "a_HL2DM_Run_Aim_Gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_mid_left "a_HL2DM_Run_Aim_Gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_Run_Aim_Gravgun_down_left "a_HL2DM_Run_Aim_Gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence HL2DM_Run_Aim_Gravgun "a_HL2DM_Run_Aim_Gravgun_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_HL2DM_Run_Aim_Gravgun_mid_right a_HL2DM_Run_Aim_Gravgun_down_right a_HL2DM_Run_Aim_Gravgun_up_center a_HL2DM_Run_Aim_Gravgun_mid_center a_HL2DM_Run_Aim_Gravgun_down_center a_HL2DM_Run_Aim_Gravgun_up_left a_HL2DM_Run_Aim_Gravgun_mid_left a_HL2DM_Run_Aim_Gravgun_down_left } $animation a_HL2DM_crouch_aim_gravgun_up_right "a_HL2DM_crouch_aim_gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_mid_right "a_HL2DM_crouch_aim_gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_down_right "a_HL2DM_crouch_aim_gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_up_center "a_HL2DM_crouch_aim_gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_mid_center "a_HL2DM_crouch_aim_gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_down_center "a_HL2DM_crouch_aim_gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_up_left "a_HL2DM_crouch_aim_gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_mid_left "a_HL2DM_crouch_aim_gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_HL2DM_crouch_aim_gravgun_down_left "a_HL2DM_crouch_aim_gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence HL2DM_crouch_aim_gravgun "a_HL2DM_crouch_aim_gravgun_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -52.500000 52.517399 delta hidden a_HL2DM_crouch_aim_gravgun_mid_right a_HL2DM_crouch_aim_gravgun_down_right a_HL2DM_crouch_aim_gravgun_up_center a_HL2DM_crouch_aim_gravgun_mid_center a_HL2DM_crouch_aim_gravgun_down_center a_HL2DM_crouch_aim_gravgun_up_left a_HL2DM_crouch_aim_gravgun_mid_left a_HL2DM_crouch_aim_gravgun_down_left } $sequence hands_relax1 "hands_relax1" fps 30.00 hidden $sequence hands_gun1 "hands_gun1" fps 30.00 hidden $sequence hands_fist1 "hands_fist1" loop fps 30.00 hidden $sequence Toefix_standard "Toefix_standard" loop fps 30.00 weightlist Toefix hidden $sequence TFhands_relax1 "TFhands_relax1" fps 30.00 hidden weightlist thegun $sequence TFhands_gun1 "TFhands_gun1" fps 30.00 hidden weightlist thegun $sequence TFhands_fist1 "TFhands_fist1" fps 30.00 hidden weightlist thegun $sequence TFhands_fist2 "TFhands_fist1" fps 30.00 hidden weightlist groupfist $sequence idle "idle_all" loop ACT_HL2MP_IDLE 1 fps 30.00 rotate -90.00 addlayer TFhands_relax1 $sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_smg1 "idle_smg1" loop ACT_HL2MP_IDLE_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_ar2 "idle_ar2" loop ACT_HL2MP_IDLE_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_gravgun "idle_gravgun" loop ACT_HL2MP_IDLE_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_grenade "idle_grenade" loop ACT_HL2MP_IDLE_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_rpg "idle_rpg" loop ACT_HL2MP_IDLE_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_crossbow "idle_crossbow" loop ACT_HL2MP_IDLE_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00 rotate -90.00 addlayer TFhands_fist1 addlayer aim_x addlayer aim_y $sequence idle_knife "idle_knife" loop ACT_HL2MP_IDLE_KNIFE 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence idle_passive "idle_passive" loop ACT_HL2MP_IDLE_PASSIVE 1 fps 30.00 rotate -90.00 addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence idle_melee2 "idle_melee2" loop ACT_HL2MP_IDLE_MELEE2 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence idle_fist "idle_fist" loop ACT_HL2MP_IDLE_FIST 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence idle_duel "idle_duel" loop ACT_HL2MP_IDLE_DUEL 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence idle_slam "idle_slam" loop ACT_HL2MP_IDLE_SLAM 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $animation a_RunS "a_RunS" loop fps 30.000000 rotate -90.00 $animation a_RunSE "a_RunSE" loop fps 30.000000 rotate -90.00 $animation a_RunE "a_RunE" loop fps 30.000000 rotate -90.00 $animation a_RunNE "a_RunNE" loop fps 30.000000 rotate -90.00 $animation a_RunN "a_RunN" loop fps 30.000000 rotate -90.00 $animation a_RunNW "a_RunNW" loop fps 30.000000 rotate -90.00 $animation a_RunW "a_RunW" loop fps 30.000000 rotate -90.00 $animation a_RunSW "a_RunSW" loop fps 30.000000 rotate -90.00 $animation a_WalkS "a_WalkS" loop fps 30.000000 rotate -90.00 $animation a_WalkSE "a_WalkSE" loop fps 30.000000 rotate -90.00 $animation a_WalkE "a_WalkE" loop fps 30.000000 rotate -90.00 $animation a_WalkNE "a_WalkNE" loop fps 30.000000 rotate -90.00 $animation a_WalkN "a_WalkN" loop fps 30.000000 rotate -90.00 $animation a_WalkNW "a_WalkNW" loop fps 30.000000 rotate -90.00 $animation a_WalkW "a_WalkW" loop fps 30.000000 rotate -90.00 $animation a_WalkSW "a_WalkSW" loop fps 30.000000 rotate -90.00 $sequence run "a_RunS" loop ACT_HL2MP_RUN 1 fps 30.00 { addlayer TFhands_fist1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_pistol_mod "run_pistol_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_pistol "a_RunS" loop ACT_HL2MP_RUN_PISTOL 1 fps 30.00 { addlayer run_pistol_mod addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_shotgun_mod "run_shotgun_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_shotgun "a_RunS" loop ACT_HL2MP_RUN_SHOTGUN 1 fps 30.00 { addlayer run_shotgun_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_smg1_mod "run_smg1_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_smg1 "a_RunS" loop ACT_HL2MP_RUN_SMG1 1 fps 30.00 { addlayer run_smg1_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_ar2_mod "run_ar2_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_ar2 "a_RunS" loop ACT_HL2MP_RUN_AR2 1 fps 30.00 { addlayer run_ar2_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_gravgun_mod "run_gravgun_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_gravgun "a_RunS" loop ACT_HL2MP_RUN_PHYSGUN 1 fps 30.00 { addlayer run_gravgun_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_grenade_mod "run_grenade_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_grenade "a_RunS" loop ACT_HL2MP_RUN_GRENADE 1 fps 30.00 { addlayer run_grenade_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_rpg_mod "run_rpg_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_rpg "a_RunS" loop ACT_HL2MP_RUN_RPG 1 fps 30.00 { addlayer run_rpg_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_crossbow_mod "run_crossbow_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_crossbow "a_RunS" loop ACT_HL2MP_RUN_CROSSBOW 1 fps 30.00 { addlayer run_crossbow_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_melee_mod "run_melee_mod" fps 30.00 weightlist upper hidden addlayer TFhands_fist1 addlayer aim_x addlayer aim_y $sequence run_melee "a_RunS" loop ACT_HL2MP_RUN_MELEE 1 fps 30.00 { addlayer run_melee_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_melee2_mod "run_melee2_mod" fps 30.00 weightlist upper addlayer aim_x addlayer aim_y $sequence run_melee2 "a_RunS" loop ACT_HL2MP_RUN_MELEE2 1 fps 30.00 { addlayer run_melee2_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_knife_mod "run_knife_mod" fps 30.00 weightlist upper addlayer aim_x addlayer aim_y $sequence run_knife "a_RunS" loop ACT_HL2MP_RUN_KNIFE 1 fps 30.00 { addlayer run_knife_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_slam_mod "run_slam_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence run_slam "a_RunS" loop ACT_HL2MP_RUN_SLAM 1 fps 30.00 { addlayer run_slam_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_passive_mod "run_passive_mod" fps 30.00 weightlist upper $sequence run_passive "a_RunS" loop ACT_HL2MP_RUN_PASSIVE 1 fps 30.00 { addlayer run_passive_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_fist_mod "run_fist_mod" fps 30.00 weightlist upper $sequence run_fist "a_RunS" loop ACT_HL2MP_RUN_FIST 1 fps 30.00 { addlayer run_fist_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence run_duel_mod "run_duel_mod" fps 30.00 weightlist upper $sequence run_duel "a_RunS" loop ACT_HL2MP_RUN_DUEL 1 fps 30.00 { addlayer run_fist_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $sequence walk "a_WalkS" loop ACT_HL2MP_WALK 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_pistol_mod "run_pistol_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_pistol "a_WalkS" loop ACT_HL2MP_WALK_PISTOL 1 fps 30.00 { addlayer walk_pistol_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_shotgun_mod "run_shotgun_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_shotgun "a_WalkS" loop ACT_HL2MP_WALK_SHOTGUN 1 fps 30.00 { addlayer walk_shotgun_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_smg1_mod "run_smg1_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_smg1 "a_WalkS" loop ACT_HL2MP_WALK_SMG1 1 fps 30.00 { addlayer walk_smg1_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_ar2_mod "run_ar2_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_ar2 "a_WalkS" loop ACT_HL2MP_WALK_AR2 1 fps 30.00 { addlayer walk_ar2_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_gravgun_mod "run_gravgun_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_gravgun "a_WalkS" loop ACT_HL2MP_WALK_PHYSGUN 1 fps 30.00 { addlayer walk_gravgun_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_grenade_mod "run_grenade_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_grenade "a_WalkS" loop ACT_HL2MP_WALK_GRENADE 1 fps 30.00 { addlayer walk_grenade_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_rpg_mod "run_rpg_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_rpg "a_WalkS" loop ACT_HL2MP_WALK_RPG 1 fps 30.00 { addlayer walk_rpg_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_crossbow_mod "run_crossbow_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_crossbow "a_WalkS" loop ACT_HL2MP_WALK_CROSSBOW 1 fps 30.00 { addlayer walk_crossbow_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_melee_mod "run_melee_mod" fps 16.00 weightlist upper hidden addlayer TFhands_fist1 addlayer aim_x addlayer aim_y $sequence walk_melee "a_WalkS" loop ACT_HL2MP_WALK_MELEE 1 fps 30.00 { addlayer walk_melee_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_melee2_mod "run_melee2_mod" fps 16.00 weightlist upper addlayer aim_x addlayer aim_y $sequence walk_melee2 "a_WalkS" loop ACT_HL2MP_WALK_MELEE2 1 fps 30.00 { addlayer walk_melee2_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_slam_mod "run_slam_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_slam "a_WalkS" loop ACT_HL2MP_WALK_SLAM 1 fps 30.00 { addlayer walk_slam_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_knife_mod "run_knife_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_knife "a_WalkS" loop ACT_HL2MP_WALK_KNIFE 1 fps 30.00 { addlayer walk_knife_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_passive_mod "run_passive_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_passive "a_WalkS" loop ACT_HL2MP_WALK_PASSIVE 1 fps 30.00 { addlayer walk_passive_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_fist_mod "run_fist_mod" fps 16.00 weightlist upper hidden addlayer TFhands_fist1 addlayer aim_x addlayer aim_y $sequence walk_fist "a_WalkS" loop ACT_HL2MP_WALK_FIST 1 fps 30.00 { addlayer walk_fist_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence walk_duel_mod "run_duel_mod" fps 16.00 weightlist upper hidden addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence walk_duel "a_WalkS" loop ACT_HL2MP_WALK_DUEL 1 fps 30.00 { addlayer walk_duel_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence idle_swim_all "idle_swim_all" loop ACT_MP_SWIM_IDLE 1 fps 30.00 node swimming $animation a_SwimS "a_SwimS" loop fps 30.000000 rotate -90.00 $animation a_SwimE "a_SwimE" loop fps 60.000000 rotate -90.00 $animation a_SwimN "a_SwimN" loop fps 60.000000 rotate -90.00 $animation a_SwimW "a_SwimW" loop fps 60.000000 rotate -90.00 $sequence swim_all "a_SwimS" loop ACT_MP_SWIM 1 fps 30.00 node swimming { blendwidth 5 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_SwimE a_SwimN a_SwimW a_SwimS } $sequence cidle "cidle_all" loop ACT_HL2MP_IDLE_CROUCH 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_pistol "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH_PISTOL 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_shotgun "cidle_shotgun" loop ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_smg1 "cidle_smg1" loop ACT_HL2MP_IDLE_CROUCH_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_ar2 "cidle_ar2" loop ACT_HL2MP_IDLE_CROUCH_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_gravgun "cidle_gravgun" loop ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_grenade "cidle_grenade" loop ACT_HL2MP_IDLE_CROUCH_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_rpg "cidle_rpg" loop ACT_HL2MP_IDLE_CROUCH_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_crossbow "cidle_crossbow" loop ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cidle_melee "cidle_melee" loop ACT_HL2MP_IDLE_CROUCH_MELEE 1 fps 30.00 rotate -90.00 addlayer TFhands_fist1 addlayer aim_x addlayer aim_y $sequence cidle_knife "cidle_knife" loop fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_passive "cidle_passive" loop fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_fist "cidle_fist" loop ACT_HL2MP_IDLE_CROUCH_FIST 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_melee2 "cidle_melee2" loop ACT_HL2MP_IDLE_CROUCH_MELEE2 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_duel "cidle_duel" loop ACT_HL2MP_IDLE_CROUCH_DUEL 1 fps 30.00 rotate -90.00 addlayer aim_x addlayer aim_y $sequence cidle_slam "cidle_slam" loop ACT_HL2MP_IDLE_CROUCH_SLAM 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 addlayer aim_x addlayer aim_y $sequence cwalk_pistol_mod "cwalk_pistol_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000 rotate -90.00 alignto reference $animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000 rotate -90.00 alignto reference $sequence cwalk "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH 1 fps 30.00 { addlayer Toefix_standard addlayer TFhands_relax1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_pistol "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PISTOL 1 fps 30.00 { addlayer cwalk_pistol_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_shotgun_mod "cwalk_shotgun_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_shotgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 fps 30.00 { addlayer cwalk_shotgun_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_smg1_mod "cwalk_smg1_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_smg1 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SMG1 1 fps 30.00 { addlayer cwalk_smg1_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_ar2_mod "cwalk_ar2_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_ar2 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_AR2 1 fps 30.00 { addlayer cwalk_ar2_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_gravgun_mod "cwalk_gravgun_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_gravgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 fps 30.00 { addlayer cwalk_gravgun_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_grenade_mod "cwalk_grenade_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_grenade "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_GRENADE 1 fps 30.00 { addlayer cwalk_grenade_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_rpg_mod "cwalk_rpg_mod" fps 30.00 rotate -90.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_rpg "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_RPG 1 fps 30.00 { addlayer cwalk_rpg_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_crossbow_mod "cwalk_crossbow_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_crossbow "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 fps 30.00 { addlayer cwalk_crossbow_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_melee_mod "cwalk_melee_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_melee "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_MELEE 1 fps 30.00 { addlayer cwalk_melee_mod addlayer Toefix_standard addlayer TFhands_fist1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_knife_mod "cwalk_knife_mod" fps 30.00 weightlist upper $sequence cwalk_knife "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_KNIFE 1 fps 30.00 { addlayer cwalk_knife_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_passive_mod "cwalk_passive_mod" fps 30.00 weightlist upper $sequence cwalk_passive "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PASSIVE 1 fps 30.00 { addlayer cwalk_passive_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_slam_mod "cwalk_slam_mod" fps 30.00 weightlist upper hidden addlayer aim_x addlayer aim_y $sequence cwalk_slam "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SLAM 1 fps 30.00 { addlayer cwalk_slam_mod addlayer Toefix_standard addlayer TFhands_gun1 blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_fist_mod "cwalk_fist_mod" fps 30.00 weightlist upper $sequence cwalk_fist "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_FIST 1 fps 30.00 { addlayer cwalk_fist_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_melee2_mod "cwalk_melee2_mod" fps 30.00 weightlist upper $sequence cwalk_melee2 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_MELEE2 1 fps 30.00 { addlayer cwalk_melee2_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $sequence cwalk_duel_mod "cwalk_duel_mod" fps 30.00 weightlist upper $sequence cwalk_duel "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_DUEL 1 fps 30.00 { addlayer cwalk_duel_mod blendwidth 9 blend move_yaw -180.000000 180.000000 a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $animation a_range_pistol "a_range_pistol" fps 30.000000 subtract a_range_pistol 0 $animation a_range_shotgun "a_range_shotgun" fps 30.000000 subtract a_range_shotgun 0 $animation a_range_smg1 "a_range_smg1" fps 30.000000 subtract a_range_smg1 0 $animation a_range_ar2 "a_range_ar2" fps 30.000000 subtract a_range_ar2 0 $animation a_range_gravgun "a_range_gravgun" fps 30.000000 subtract a_range_gravgun 0 $animation a_range_grenade "a_range_grenade" fps 30.000000 subtract a_range_grenade 0 $animation a_range_rpg "a_range_rpg" fps 30.000000 subtract a_range_rpg 0 $animation a_range_crossbow "a_range_crossbow" fps 30.000000 subtract a_range_crossbow 0 $animation a_range_melee "a_range_melee" loop fps 45.000000 subtract a_range_melee 0 $animation a_range_Melee2A "a_range_Melee2A" fps 29.000000 subtract a_range_Melee2A 0 $animation a_range_Melee2B "a_range_Melee2B" fps 29.000000 subtrac
Don't worry I won't be redoing [I]every[/I] animation, but just a few. Thank you SO MUCH for this though. As a final question. Do you know a base skeleton armature I can animate with?
[QUOTE=pilot;40577024]Don't worry I won't be redoing [I]every[/I] animation, but just a few. Thank you SO MUCH for this though. As a final question. Do you know a base skeleton armature I can animate with?[/QUOTE] I think maxofsd has a few on his site. For citizens (aka basic playermodel skeleton) and tf2 people.
[QUOTE=wraithcat;40580981]I think maxofsd has a few on his site. For citizens (aka basic playermodel skeleton) and tf2 people.[/QUOTE] Learned something new. I need a ValveBiped smd file.
There should be one in the source sdk folder somewhere
[QUOTE=shad0w440;40595678]There should be one in the source sdk folder somewhere[/QUOTE] Do you know specifically?
Its been a long time, and my laptop that has the normal sourcesdk is in need of repair.
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