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Proportion Trick: The legs of my playermodel are crooked
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Everything is in the title of the post. After applying the proportions trick and do the animation for my model. I then compile with crowbar but when I look at the result with HLMV the legs of my character are slightly twisted to the right. Yet I have to apply everything as it should ... Please help me D: There is my QC File for the model ... $ModelName "pokemon/zeraora/zeraora_player_reference.mdl" $BodyGroup "zeraora" { studio "zeraora_reference.smd" } $SurfaceProp "flesh" $Contents "solid" $EyePosition 0 0 70 $MaxEyeDeflection 90 $MostlyOpaque $CDMaterials "models\pokemon\zeraora\" $TextureGroup "skinfamilies" { { "pm0888_00_BodyB1" "pm0888_00_BodyA1" "pm0888_00_Eye1" } { "BodyB1_S" "BodyA1_S" "Eye1_S" } } $Attachment "eyes" "ValveBiped.Bip01_Head1" 2.66 -4.29 0.04 rotate 0 -80.1 -90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 0.1 -5.7 0 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 4 4 0 rotate 0 95 90 $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 -48.389 -27.22 -16.952 12.204 27.245 82.835 $jigglebone "Tail1" { is_rigid { length 80 tip_mass 150 pitch_constraint -20 20 pitch_friction 0 pitch_bounce 0 yaw_constraint -39.999999 39.999999 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail2" { is_flexible { length 80 tip_mass 150 pitch_stiffness 20 pitch_damping 4 yaw_stiffness 20 yaw_damping 4 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail3" { is_flexible { length 80 tip_mass 100 pitch_stiffness 20 pitch_damping 4 yaw_stiffness 20 yaw_damping 4 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail4" { is_flexible { length 80 tip_mass 50 pitch_stiffness 20 pitch_damping 4 yaw_stiffness 20 yaw_damping 4 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail5" { is_flexible { length 80 tip_mass 25 pitch_stiffness 20 pitch_damping 4 yaw_stiffness 20 yaw_damping 4 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail6" { is_flexible { length 40 tip_mass 5 pitch_stiffness 25 pitch_damping 6 yaw_stiffness 25 yaw_damping 6 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail7" { is_flexible { length 40 tip_mass 5 pitch_stiffness 25 pitch_damping 6 yaw_stiffness 25 yaw_damping 6 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $jigglebone "Tail8" { is_flexible { length 40 tip_mass 5 pitch_stiffness 25 pitch_damping 6 yaw_stiffness 25 yaw_damping 6 along_stiffness 100 along_damping 0 pitch_constraint -50.000001 50.000001 pitch_friction 0 pitch_bounce 0 yaw_constraint -60.000002 60.000002 yaw_friction 0 yaw_bounce 0 } } $sequence reference "anims/reference.smd" fps 1 $animation a_proportions "anims/a_proportions.smd" subtract reference 0 $sequence proportions a_proportions predelta autoplay $sequence "ragdoll" "anims/ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $IncludeModel "m_anm.mdl" $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 1 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 1 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $IKAutoPlayLock "rfoot" 0.5 0.1 $IKAutoPlayLock "lfoot" 0.5 0.1 $CollisionJoints "zeraora_physics.smd" { $mass 100 $inertia 10 $damping 0.05 $rotdamping 5 $rootbone "ValveBiped.Bip01_Pelvis" $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0 $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 -60 60 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -80 80 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -60 60 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_L_UpperArm" x limit -60 60 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -80 80 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -60 60 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_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_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_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 } and here the model in HLMV https://files.facepunch.com/forum/upload/254247/cda282f3-38d1-43b9-941e-cd5146160bb8/image.png
Sorry, you need to
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