• Custom playermodel arms are twisted and offset
    3 replies, posted
I've been dealing with this issue for the past 2 days and im starting to get severely annoyed by this. I've used the proportion trick so I could keep Joker's posture and body length. EVERYTHING WORKS except the arms. I have a feeling it's due to IK chains and what not, but im not sure, and I am very vested in finding a damn solution right about now. https://files.facepunch.com/forum/upload/133754/e9b74c4a-f20e-41f4-a954-80878c03d826/20180221035707_1.jpg I tried adjusting the reference to see if that would fix anything https://files.facepunch.com/forum/upload/133754/e0868e69-1665-44d3-b8ef-5c0ab6dd529d/20180221162102_1.jpg It barely did much and im starting to get tired of this heavilly. Here are some other pictures https://files.facepunch.com/forum/upload/133754/848e4530-9bfe-45ca-8a5b-a275e5da951a/20180221162418_1.jpg https://files.facepunch.com/forum/upload/133754/3be4c6c1-7d51-4697-8489-f7e08adea938/20180221162305_1.jpg https://files.facepunch.com/forum/upload/133754/77441d3d-a206-4399-a35d-e96a1c2b8904/20180221162344_1.jpg Here's my qc $ModelName "SDWAN\Arkham_Knight\playermodels\Joker_AK.mdl" $body "Shirt" "Joker_BM3_Shirt_D.smd" $body "Shirt2" "Joker_BM3_Shirt_D2.smd" $body "Jacket" "Joker_BM3_Jacket_D.smd" $body "Jacket2" "Joker_BM3_Jacket_D2.smd" $body "Gloves" "Joker_BM3_Gloves_D.smd" $body "Gloves2" "Joker_BM3_Gloves_D2.smd" $body "Trousers" "Joker_BM3_Trousers_D.smd" $body "Trousers2" "Joker_BM3_Trousers_D2.smd" $body "Flower" "Flower_root.smd" $model "Head" "Joker_BM3_V2_Head_D.smd"{ eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.10 -3.72 66.33 "eyeball_r" 1 4 "iris_unused" 0.65 eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.10 -3.72 66.33 "eyeball_l" 1 -4 "iris_unused" 0.65 eyelid upper_right "Joker_BM3_V2_Head_D.vta" lowerer 20 -0.17 neutral 0 0.14 raiser 21 0.21 split 1 eyeball "eye_right" eyelid lower_right "Joker_BM3_V2_Head_D.vta" lowerer 22 -0.34 neutral 0 -0.26 raiser 23 -0.1 split 1 eyeball "eye_right" eyelid upper_left "Joker_BM3_V2_Head_D.vta" lowerer 24 -0.17 neutral 0 0.14 raiser 25 0.21 split -1 eyeball "eye_left" eyelid lower_left "Joker_BM3_V2_Head_D.vta" lowerer 26 -0.34 neutral 0 -0.26 raiser 27 -0.1 split -1 eyeball "eye_left" mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 flexfile "Joker_BM3_V2_Head_D.vta"  { defaultflex frame 0 flexpair "AU12" 1 frame 1 flexpair "AU12" 1 frame 2 flex "AU12AU25" frame 3 flexpair "AU15" 1 frame 4 flexpair "AU17" 1 frame 5 flexpair "AU10" 1 frame 6 flex "AU16" frame 7 flexpair "AU9" 1 frame 8 flexpair "AU25" 1 frame 9 flexpair "AU18" 1 frame 10 flexpair "AU18" 1 frame 11 flexpair "AU22" 1 frame 12 flexpair "AU20" 1 frame 13 flex "AU32" frame 14 flex "AU24" frame 15 flex "AU31" frame 16 flexpair "AU26" 1 frame 17 flexpair "AU27" 1 frame 18 flexpair "AU26Z" 1 frame 19 // Already in eyelid lines: flex "upper_right" frame 20 // Already in eyelid lines: flex "upper_right" frame 21 // Already in eyelid lines: flex "lower_right" frame 22 // Already in eyelid lines: flex "lower_right" frame 23 // Already in eyelid lines: flex "upper_left" frame 24 // Already in eyelid lines: flex "upper_left" frame 25 // Already in eyelid lines: flex "lower_left" frame 26 // Already in eyelid lines: flex "lower_left" frame 27 flex "AU42" frame 28 flexpair "AU1" 1 frame 29 flexpair "AU2" 1 frame 30 flexpair "AU4" 1 frame 31 flexpair "AU1AU2" 1 frame 32 flexpair "AU6" 1 frame 33 flex "AU38" frame 34 } flexcontroller eyelid range 0 1 right_lid_raiser flexcontroller eyelid range 0 1 left_lid_raiser flexcontroller eyelid range 0 1 right_lid_tightener flexcontroller eyelid range 0 1 left_lid_tightener flexcontroller eyelid range 0 1 right_lid_droop flexcontroller eyelid range 0 1 left_lid_droop flexcontroller eyelid range 0 1 right_lid_closer flexcontroller eyelid range 0 1 left_lid_closer flexcontroller eyelid range 0 1 half_closed flexcontroller eyelid range 0 1 blink flexcontroller brow range 0 1 right_inner_raiser flexcontroller brow range 0 1 left_inner_raiser flexcontroller brow range 0 1 right_outer_raiser flexcontroller brow range 0 1 left_outer_raiser flexcontroller brow range 0 1 right_lowerer flexcontroller brow range 0 1 left_lowerer flexcontroller nose range 0 1 right_cheek_raiser flexcontroller nose range 0 1 left_cheek_raiser flexcontroller nose range 0 1 wrinkler flexcontroller nose range 0 1 dilator flexcontroller mouth range 0 1 right_upper_raiser flexcontroller mouth range 0 1 left_upper_raiser flexcontroller mouth range 0 1 right_corner_puller flexcontroller mouth range 0 1 left_corner_puller flexcontroller mouth range 0 1 right_corner_depressor flexcontroller mouth range 0 1 left_corner_depressor flexcontroller mouth range 0 1 chin_raiser flexcontroller phoneme range 0 1 right_part flexcontroller phoneme range 0 1 left_part flexcontroller phoneme range 0 1 right_puckerer flexcontroller phoneme range 0 1 left_puckerer flexcontroller phoneme range 0 1 right_funneler flexcontroller phoneme range 0 1 left_funneler flexcontroller phoneme range 0 1 right_stretcher flexcontroller phoneme range 0 1 left_stretcher flexcontroller phoneme range 0 1 bite flexcontroller phoneme range 0 1 presser flexcontroller phoneme range 0 1 tightener flexcontroller phoneme range 0 1 jaw_clencher flexcontroller phoneme range 0 1 jaw_drop flexcontroller phoneme range 0 1 right_mouth_drop flexcontroller phoneme range 0 1 left_mouth_drop flexcontroller mouth range 0 1 smile flexcontroller mouth range 0 1 lower_lip flexcontroller head range -30 30 head_rightleft flexcontroller head range -15 15 head_updown flexcontroller head range -15 15 head_tilt flexcontroller eyes range -30 30 eyes_updown flexcontroller eyes range -30 30 eyes_rightleft flexcontroller body range -30 30 body_rightleft flexcontroller chest range -30 30 chest_rightleft flexcontroller head range -0.2 0.2 head_forwardback flexcontroller gesture range -1 1 gesture_updown flexcontroller gesture range -1 1 gesture_rightleft localvar right_open localvar left_open localvar right_lip_suppressor localvar left_lip_suppressor localvar right_depressor_suppressor localvar left_depressor_suppressor localvar right_corner_suppressor localvar left_corner_suppressor localvar right_drop_suppressor localvar left_drop_suppressor localvar right_drop localvar left_drop %upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink) %upper_right_neutral = (1 - right_lid_droop * 0.8) * (1 - right_lid_raiser) * (1 - right_lid_closer) * (1 - blink) %upper_right_lowerer = right_lid_closer + blink * (1 - right_lid_closer) %upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - left_lid_closer) * (1 - blink) %upper_left_neutral = (1 - left_lid_droop * 0.8) * (1 - left_lid_raiser) * (1 - left_lid_closer) * (1 - blink) %upper_left_lowerer = left_lid_closer + blink * (1 - left_lid_closer) %lower_right_raiser = right_lid_closer + blink * 0.5 * (1 - right_lid_closer) %lower_right_neutral = (1 - right_lid_closer) * (1 - 0.5 * blink) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25) %lower_right_lowerer = 0 %lower_left_raiser = left_lid_closer + blink * 0.5 * (1 - left_lid_closer) %lower_left_neutral = (1 - left_lid_closer) * (1 - 0.5 * blink) * (1 - left_lid_tightener * 0.5) * (1 - left_cheek_raiser * 0.25) %lower_left_lowerer = 0 %AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer) %AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer) %AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer) %AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer) %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer) %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator %right_open = smile + right_part * (1 - smile) + right_puckerer + right_funneler + right_upper_raiser * 0.5 + lower_lip * 0.5 %left_open = smile + left_part * (1 - smile) + left_puckerer + left_funneler + left_upper_raiser * 0.5 + lower_lip * 0.5 %right_lip_suppressor = 1 / %right_open * (1 - presser) * (1 - bite) %left_lip_suppressor = 1 / %left_open * (1 - presser) * (1 - bite) %AU10R = right_upper_raiser * right_upper_raiser * 0.5 * %right_lip_suppressor %AU10L = left_upper_raiser * left_upper_raiser * 0.5 * %left_lip_suppressor %AU25R = right_part * right_part * %right_lip_suppressor * (1 - smile) %AU25L = left_part * left_part * %left_lip_suppressor * (1 - smile) %AU12AU25 = smile * smile * 0.5 * (%right_lip_suppressor + %left_lip_suppressor) %AU18R = right_puckerer * right_puckerer * %right_lip_suppressor %AU18L = left_puckerer * left_puckerer * %left_lip_suppressor %AU22R = right_funneler * right_funneler * %right_lip_suppressor %AU22L = left_funneler * left_funneler * %left_lip_suppressor %AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25R + %AU18R + %AU22R)) * (1 - smile) %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25L + %AU18L + %AU22L)) * (1 - smile) %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5) %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5) %AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor %AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor %right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile) %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile) %AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor %AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor %AU20R = right_stretcher * right_stretcher * %right_corner_suppressor %AU20L = left_stretcher * left_stretcher * %left_corner_suppressor %AU32 = bite %AU24 = presser + (1 - presser) * tightener %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + jaw_drop) %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - bite) %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - bite) %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor %AU26R = jaw_drop * (1 - %right_drop) * jaw_drop / (jaw_clencher + jaw_drop) %AU26L = jaw_drop * (1 - %left_drop) * jaw_drop / (jaw_clencher + jaw_drop) %AU27R = jaw_drop * %right_drop * jaw_drop / (jaw_clencher + jaw_drop) %AU27L = jaw_drop * %left_drop * jaw_drop / (jaw_clencher + jaw_drop) %AU16 = lower_lip * lower_lip * 0.25 * (%right_lip_suppressor + %left_lip_suppressor) * (1 - 0.5 * (%AU27R + %AU27L)) %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25 + %AU16 * 0.4 } $body "Hair_Cloth" "Joker_BM3_V2_Clothes_Hair_D.smd" $body "Hair" "Joker_BM3_V2_Head_Hair_D.smd" $body "Hair2" "Joker_BM3_V2_Head_Hair_D2.smd" $SurfaceProp "flesh" $Contents "solid" $EyePosition 0 0 70 $MaxEyeDeflection 90 $MostlyOpaque $CDMaterials "SDWAN\Arkham_Knight\Joker_AK\" $Attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0 rotate 0 -80.1 -90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 1 -6.5 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 -13 -13 0 13 13 72 // $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 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46 "" // $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 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1 "" // $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" $BoneMerge "ValveBiped.Anim_Attachment_RH" //$ProceduralBones "Militia_Procedurals.vrd" $IncludeModel "m_anm.mdl" $sequence reference "anims/male_01_reference_skeletonAction.smd" fps 1 $animation a_proportions "anims/ArmatureAction.smd" subtract reference 0 $sequence proportions a_proportions predelta autoplay $sequence "ragdoll" "anims/ArmatureAction.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0 0 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0 0 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 $CollisionJoints "male_01_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0 $jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0 $jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_Pelvis" } $CollisionText { animatedfriction  { "animfrictionmin" "1.000000" "animfrictionmax" "400.000000" "animfrictiontimein" "0.500000" "animfrictiontimeout" "0.300000" "animfrictiontimehold" "0.000000" } editparams  { "rootname" "valvebiped.bip01_pelvis" "totalmass" "90.000000" "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01" "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1" } } $include "jigglebones.qci" PLEASE. I am getting very annoyed by this problem as i've been getting this same issue for other custom playermodels
Can I at least get some type of response to this?
Ikchains aren't compatible with the proportions trick, so remove anything related to IK or spend 3 days trying to fix it
Removing the IKChains will make the game crash, IKrule and IKlock can go away but the model itself needs the IKChains. Have you tried looking at this thread SDWAN? It's going pretty good, maybe you can chip in too: Custom playermodel
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