• Studiomdl Illegal Bone Parenting Error
    8 replies, posted
Keep in mind this is the HL1 Studiomdl, not the Source Studiomdl. There isn't really much to say here, but I have a model with a new skeleton that I'm trying to compile as a multiplayer player model. The animations return a "Illegal Bone Parenting" error. For example - [quote]illegal parent bone replacement in sequence "deadback" "" has "", reference has "ROOT"[/quote] QC File - [code]$modelname "horse.mdl" $cd "C:/DevDocs/etc/SC/input" $cdtexture "C:/DevDocs/etc/SC/input" $scale 1.0 $cliptotextures $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $eyeposition 0.000000 0.000000 0.000000 //reference mesh(es) $body "body" "body_ref" // 1 hit box(es) $hbox 1 "ROOT" 0.090000 -3.660000 -3.000000 8.410000 5.090000 3.000000 // 182 animation sequence(s) $sequence "look_idle" "idle" fps 14 loop ACT_IDLE 1 $sequence "idle" "idle" fps 14 loop ACT_IDLE 1 $sequence "deep_idle" "idle" fps 12 loop ACT_IDLE 4 $sequence "run2" "run2" LX fps 40 loop ACT_RUN 1 $sequence "walk2handed" "walk" LX fps 20 loop ACT_WALK 1 $sequence "2handshoot" "n-a" fps 20 ACT_RANGE_ATTACK1 1 $sequence "crawl" "walk" LX fps 22 loop ACT_CROUCH 1 $sequence "crouch_idle" "idle" fps 4 loop ACT_CROUCHIDLE 1 $sequence "jump" "jump" fps 30 ACT_HOP 1 $sequence "long_jump" "long_jump" LX fps 24 ACT_LEAP 1 $sequence "swim" "swim" fps 14 loop ACT_SWIM 1 $sequence "treadwater" "treadwater" fps 14 loop ACT_HOVER 1 $sequence "die_simple" "die_simple" fps 22 ACT_DIESIMPLE 1 { event 2001 9 } $sequence "die_backwards1" "die_simple" fps 26 ACT_DIEBACKWARD 4 { event 2001 13 } $sequence "die_backwards" "die_simple" fps 30 ACT_DIEBACKWARD 1 { event 2001 15 } $sequence "die_forwards" "die_simple" fps 26 ACT_DIEFORWARD 1 { event 2001 8 } $sequence "headshot" "die_simple" fps 24 ACT_DIE_HEADSHOT 4 { event 2001 18 } $sequence "die_spin" "die_simple" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 16 } $sequence "gutshot" "die_simple" fps 26 ACT_DIE_GUTSHOT 1 { event 2001 18 } $sequence "ref_draw_crowbar" "n-a" blend XR -70 70 fps 12 $sequence "ref_aim_crowbar" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_crowbar" "n-a" blend XR -70 70 fps 24 $sequence "crouch_draw_crowbar" "n-a" blend XR -70 70 fps 12 $sequence "crouch_aim_crowbar" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_crowbar" "n-a" blend XR -70 70 fps 24 $sequence "ref_cock_wrench" "n-a" blend XR -70 70 fps 10 $sequence "ref_hold_wrench" "n-a" blend XR -70 70 fps 13 $sequence "ref_shoot_wrench" "n-a" blend XR -70 70 fps 13 $sequence "crouch_cock_wrench" "n-a" blend XR -70 70 fps 10 $sequence "crouch_hold_wrench" "n-a" blend XR -70 70 fps 13 $sequence "crouch_shoot_wrench" "n-a" blend XR -70 70 fps 13 $sequence "ref_draw_gren" "n-a" blend XR -70 70 fps 10 $sequence "ref_aim_gren" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_cock_gren" "n-a" blend XR -70 70 fps 18 $sequence "ref_hold_gren" "n-a" blend XR -70 70 fps 15 $sequence "ref_shoot_gren" "n-a" blend XR -70 70 fps 15 $sequence "crouch_draw_gren" "n-a" blend XR -70 70 fps 10 $sequence "crouch_aim_gren" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_cock_gren" "n-a" blend XR -70 70 fps 18 $sequence "crouch_hold_gren" "n-a" blend XR -70 70 fps 15 $sequence "crouch_shoot_gren" "n-a" blend XR -70 70 fps 15 $sequence "ref_draw_trip" "n-a" blend XR -70 70 fps 17 $sequence "ref_aim_trip" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_trip" "n-a" blend XR -70 70 fps 18 $sequence "crouch_draw_trip" "n-a" blend XR -70 70 fps 17 $sequence "crouch_aim_trip" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_trip" "n-a" blend XR -70 70 fps 18 $sequence "ref_draw_onehanded" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_onehanded" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_onehanded" "n-a" blend XR -70 70 fps 25 { event 5001 0 "15" } $sequence "ref_reload_onehanded" "n-a" blend XR -70 70 fps 20 $sequence "crouch_draw_onehanded" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_onehanded" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_onehanded" "n-a" blend XR -70 70 fps 25 { event 5001 0 "15" } $sequence "crouch_reload_onehanded" "n-a" blend XR -70 70 fps 20 $sequence "ref_draw_python" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_python" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_python" "n-a" blend XR -70 70 fps 16 { event 5001 0 "15" } $sequence "ref_reload_python" "n-a" blend XR -70 70 fps 15 $sequence "crouch_draw_python" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_python" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_python" "n-a" blend XR -70 70 fps 16 { event 5001 0 "15" } $sequence "crouch_reload_python" "n-a" blend XR -70 70 fps 15 $sequence "ref_draw_shotgun" "n-a" blend XR -70 70 fps 18 $sequence "ref_aim_shotgun" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_shotgun" "n-a" blend XR -70 70 fps 20 { event 5011 0 "15" } $sequence "ref_reload_shotgun" "n-a" blend XR -70 70 fps 22 $sequence "crouch_draw_shotgun" "n-a" blend XR -70 70 fps 18 $sequence "crouch_aim_shotgun" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_shotgun" "n-a" blend XR -70 70 fps 20 { event 5011 0 "15" } $sequence "crouch_reload_shotgun" "n-a" blend XR -70 70 fps 22 $sequence "ref_draw_gauss" "n-a" blend XR -70 70 fps 18 $sequence "ref_aim_gauss" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_gauss" "n-a" blend XR -70 70 fps 20 $sequence "crouch_draw_gauss" "n-a" blend XR -70 70 fps 18 $sequence "crouch_aim_gauss" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_gauss" "n-a" blend XR -70 70 fps 20 $sequence "ref_draw_mp5" "n-a" blend XR -70 70 fps 17 $sequence "ref_aim_mp5" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_mp5" "n-a" blend XR -70 70 fps 30 { event 5011 0 "20" } $sequence "ref_reload_mp5" "n-a" blend XR -70 70 fps 16 $sequence "crouch_draw_mp5" "n-a" blend XR -70 70 fps 17 $sequence "crouch_aim_mp5" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_mp5" "n-a" blend XR -70 70 fps 30 { event 5011 0 "20" } $sequence "crouch_reload_mp5" "n-a" blend XR -70 70 fps 16 $sequence "ref_draw_rpg" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_rpg" "n-a" blend XR -70 70 fps 10 loop $sequence "ref_shoot_rpg" "n-a" blend XR -70 70 fps 18 $sequence "ref_reload_rpg" "n-a" blend XR -70 70 fps 13 $sequence "crouch_draw_rpg" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_rpg" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_rpg" "n-a" blend XR -70 70 fps 18 $sequence "crouch_reload_rpg" "n-a" blend XR -70 70 fps 13 $sequence "ref_draw_egon" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_egon" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_egon" "n-a" blend XR -70 70 fps 18 loop $sequence "crouch_draw_egon" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_egon" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_egon" "n-a" blend XR -70 70 fps 18 loop $sequence "ref_draw_squeak" "n-a" blend XR -70 70 fps 20 $sequence "ref_aim_squeak" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_squeak" "n-a" blend XR -70 70 fps 15 $sequence "crouch_draw_squeak" "n-a" blend XR -70 70 fps 20 $sequence "crouch_aim_squeak" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_squeak" "n-a" blend XR -70 70 fps 15 $sequence "ref_draw_hive" "n-a" blend XR -70 70 fps 12 $sequence "ref_aim_hive" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_hive" "n-a" blend XR -70 70 fps 17 $sequence "crouch_draw_hive" "n-a" blend XR -70 70 fps 12 $sequence "crouch_aim_hive" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_hive" "n-a" blend XR -70 70 fps 17 $sequence "ref_draw_bow" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_bow" "n-a" blend XR -70 70 fps 10 loop $sequence "ref_shoot_bow" "n-a" blend XR -70 70 fps 20 $sequence "ref_aim_bowscope" "n-a" blend XR -70 70 fps 6 loop $sequence "ref_shoot_bowscope" "n-a" blend XR -70 70 fps 20 $sequence "ref_reload_bow" "n-a" blend XR -70 70 fps 11 $sequence "crouch_draw_bow" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_bow" "n-a" blend XR -70 70 fps 10 loop $sequence "crouch_shoot_bow" "n-a" blend XR -70 70 fps 20 $sequence "crouch_aim_bowscope" "n-a" blend XR -70 70 fps 6 loop $sequence "crouch_shoot_bowscope" "n-a" blend XR -70 70 fps 20 $sequence "crouch_reload_bow" "n-a" blend XR -70 70 fps 11 $sequence "ref_draw_minigun" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_minigun" "n-a" blend XR -70 70 fps 8 loop $sequence "ref_shoot_minigun" "n-a" blend XR -70 70 fps 30 { event 5021 0 "20" } $sequence "crouch_draw_minigun" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_minigun" "n-a" blend XR -70 70 fps 8 loop $sequence "crouch_shoot_minigun" "n-a" blend XR -70 70 fps 30 { event 5021 0 "20" } $sequence "ref_draw_uzis" "n-a" blend XR -70 70 fps 10 $sequence "ref_draw_uzis_left" "n-a" blend XR -70 70 fps 11 $sequence "ref_aim_uzis" "n-a" blend XR -70 70 fps 14 loop $sequence "ref_shoot_uzis_both" "n-a" blend XR -70 70 fps 24 { event 5001 0 "15" } { event 5031 0 "15" } $sequence "ref_shoot_uzis_right" "n-a" blend XR -70 70 fps 24 { event 5001 0 "15" } $sequence "ref_shoot_uzis_left" "n-a" blend XR -70 70 fps 24 { event 5031 0 "15" } $sequence "ref_reload_uzis_right" "n-a" blend XR -70 70 fps 14 $sequence "ref_reload_uzis_left" "n-a" blend XR -70 70 fps 14 $sequence "crouch_draw_uzis" "n-a" blend XR -70 70 fps 10 $sequence "crouch_draw_uzis_left" "n-a" blend XR -70 70 fps 11 $sequence "crouch_aim_uzis" "n-a" blend XR -70 70 fps 14 loop $sequence "crouch_shoot_uzis_both" "n-a" blend XR -70 70 fps 24 { event 5001 0 "15" } { event 5031 0 "15" } $sequence "crouch_shoot_uzis_right" "n-a" blend XR -70 70 fps 24 { event 5001 0 "15" } $sequence "crouch_shoot_uzis_left" "n-a" blend XR -70 70 fps 24 { event 5031 0 "15" } $sequence "crouch_reload_uzis_right" "n-a" blend XR -70 70 fps 14 $sequence "crouch_reload_uzis_left" "n-a" blend XR -70 70 fps 14 $sequence "ref_draw_m16" "n-a" blend XR -70 70 fps 35 $sequence "ref_aim_m16" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_m16" "n-a" blend XR -70 70 fps 30 { event 5005 0 "muzzle_spaw.txt" } $sequence "ref_shoot_m203" "n-a" blend XR -70 70 fps 30 $sequence "ref_reload_m16" "n-a" blend XR -70 70 fps 32 $sequence "ref_reload_m203" "n-a" blend XR -70 70 fps 35 $sequence "crouch_draw_m16" "n-a" blend XR -70 70 fps 35 $sequence "crouch_aim_m16" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_m16" "n-a" blend XR -70 70 fps 30 { event 5005 0 "muzzle_spaw.txt" } $sequence "crouch_shoot_m203" "n-a" blend XR -70 70 fps 30 $sequence "crouch_reload_m16" "n-a" blend XR -70 70 fps 32 $sequence "crouch_reload_m203" "n-a" blend XR -70 70 fps 35 $sequence "ref_draw_sniper" "n-a" blend XR -70 70 fps 15 $sequence "ref_aim_sniper" "n-a" blend XR -70 70 fps 10 loop $sequence "ref_shoot_sniper" "n-a" blend XR -70 70 fps 20 { event 5021 0 "15" } $sequence "ref_aim_sniperscope" "n-a" blend XR -70 70 fps 6 loop $sequence "ref_shoot_sniperscope" "n-a" blend XR -70 70 fps 20 { event 5011 0 "15" } $sequence "ref_reload_sniper" "n-a" blend XR -70 70 fps 22 $sequence "crouch_draw_sniper" "n-a" blend XR -70 70 fps 15 $sequence "crouch_aim_sniper" "n-a" blend XR -70 70 fps 10 loop $sequence "crouch_shoot_sniper" "n-a" blend XR -70 70 fps 20 { event 5011 0 "15" } $sequence "crouch_aim_sniperscope" "n-a" blend XR -70 70 fps 6 loop $sequence "crouch_shoot_sniperscope" "n-a" blend XR -70 70 fps 20 { event 5011 0 "15" } $sequence "crouch_reload_sniper" "n-a" blend XR -70 70 fps 22 $sequence "ref_draw_saw" "n-a" blend XR -70 70 fps 24 $sequence "ref_aim_saw" "n-a" blend XR -70 70 fps 12 loop $sequence "ref_shoot_saw" "n-a" blend XR -70 70 fps 24 { event 5005 0 "muzzle_spaw.txt" } $sequence "ref_reload_saw" "n-a" blend XR -70 70 fps 30 $sequence "crouch_draw_saw" "n-a" blend XR -70 70 fps 24 $sequence "crouch_aim_saw" "n-a" blend XR -70 70 fps 12 loop $sequence "crouch_shoot_saw" "n-a" blend XR -70 70 fps 24 { event 5005 0 "muzzle_spaw.txt" } $sequence "crouch_reload_saw" "n-a" blend XR -70 70 fps 30 $sequence "deadback" "deadsitting" fps 10 $sequence "deadsitting" "deadsitting" fps 10 $sequence "deadstomach" "deadsitting" fps 10 $sequence "deadtable" "deadsitting" fps 10 $sequence "ShannonCaldwell_v1.2" "walk" fps 10 [/code] Here's the body_ref.smd file. [code]version 1 nodes 1 "BASE" -1 2 "TAIL_1_BASE" 1 3 "TAIL_2" 2 4 "TAIL_3" 3 5 "TAIL_4" 4 6 "TAIL_5" 5 7 "TAIL_6" 6 8 "TAIL_7" 7 9 "TAIL_8" 8 10 "TAIL_9" 9 11 "TAIL_10" 10 12 "ABDOMENT" 1 13 "PELVIS_FRONT" 12 14 "L_UPPERARM" 13 15 "L_FOREARM" 14 16 "R_UPPERARM" 13 17 "R_FOREARM" 16 18 "COLLAR_BONE" 12 19 "NECK" 18 20 "HEAD" 19 21 "HAIR_BASE" 20 22 "HAIR_FLOW" 21 23 "PELVIS_HIND" 1 24 "L_HIP" 23 25 "L_THIGH" 24 26 "L_SHIN" 25 27 "R_HIP" 23 28 "R_THIGH" 27 29 "R_SHIN" 28 end skeleton time 0 1 -0.000000 1.281267 0.111871 1.570796 -0.004417 -1.570796 2 -0.219318 0.532782 -0.000000 0.000000 3.141593 -0.453374 3 0.203411 0.000000 -0.000000 3.141593 -0.000000 -0.047728 4 0.350475 0.000000 0.000000 -0.000000 0.000000 0.236080 5 0.564977 0.000000 0.000000 0.000000 -0.000000 0.674741 6 0.380801 -0.000000 0.000000 0.000000 0.000000 0.687262 7 0.414861 0.000000 -0.000000 0.000000 0.000000 0.110162 8 0.693720 0.000000 -0.000000 -0.000000 0.000000 0.410858 9 0.800581 0.000000 -0.000000 0.000000 0.000000 -0.234159 10 0.618294 0.000000 -0.000000 0.000000 -0.000000 -0.449607 11 0.449370 0.000000 0.000000 0.000000 -0.000000 -0.470437 12 0.817366 0.000000 -0.000000 0.000000 -0.000000 -0.087559 13 0.511091 -0.500546 0.000143 0.002584 0.002585 -1.487655 14 0.218340 -0.004343 0.336542 -0.002305 -0.002837 -0.102855 15 0.914133 0.000000 -0.000000 0.000000 0.000000 0.299132 16 0.220106 -0.004681 -0.322090 -0.002305 -0.002837 -0.102855 17 0.914133 0.000000 -0.000000 0.000000 0.000000 0.299132 18 0.435619 0.333280 -0.000000 0.000000 0.000000 0.773180 19 0.286296 0.000000 -0.000000 -0.000000 0.000000 0.489522 20 0.704647 0.000000 -0.000000 0.000000 -0.000000 -0.588697 21 1.578581 0.000000 -0.000000 -0.741677 2.821116 0.036845 22 2.458837 0.000000 -0.000000 0.369466 0.658004 -0.500873 23 -0.024980 -0.537545 0.000143 0.002584 0.002585 -1.575214 24 0.238754 -0.017415 0.283447 -0.000039 -0.003655 -0.774407 25 0.314601 0.000000 -0.000000 -0.000000 0.000000 0.446688 26 0.740674 0.000000 -0.000000 -0.000000 0.000000 0.347800 27 0.238962 -0.018006 -0.282406 -0.000039 -0.003655 -0.774407 28 0.314601 -0.000000 0.000000 -0.000000 0.000000 0.446688 29 0.740674 0.000000 -0.000000 -0.000000 0.000000 0.347800 end triangles hair.bmp 0 -0.427267 -1.747449 2.599726 -0.696799 -0.596332 0.398511 0.869130 0.963638 1 20 1.000000 0 -0.427267 -1.671142 2.371090 -0.596820 0.422590 -0.682028 0.873191 0.936624 1 20 1.000000 0 -0.427181 -1.872124 2.291070 -0.475326 -0.578295 -0.663015 0.898041 0.937394 1 20 1.000000 hair.bmp 0 0.589363 -1.671142 2.375615 0.599811 0.422437 -0.679495 0.870399 0.815061 1 20 1.000000 0 0.589363 -1.747449 2.604250 0.695791 -0.596118 0.400616 0.865181 0.788232 1 20 1.000000 0 0.589450 -1.872124 2.295594 0.478164 -0.579028 -0.660329 0.895202 0.813221 1 20 1.000000 hair.bmp 0 0.743194 0.305545 -0.439079 -0.805414 0.019379 -0.592364 0.106380 0.845893 1 22 1.000000 0 0.663676 0.766892 -0.329236 -0.708121 0.643086 -0.291452 0.110005 0.902456 1 22 1.000000 0 0.760630 0.571177 -0.489583 0.000000 0.231605 -0.972777 0.092513 0.881626 1 22 1.000000 hair.bmp 0 0.778067 0.785550 -0.324794 0.491470 0.837031 -0.240455 0.132730 0.600304 1 22 1.000000 0 0.857584 0.324202 -0.434637 0.804621 0.280587 -0.523270 0.118508 0.669066 1 22 1.000000 0 0.760630 0.571177 -0.489583 0.000000 0.231605 -0.972777 0.107754 0.630990 1 22 1.000000 hair.bmp 0 0.663676 0.766892 -0.329236 -0.708121 0.643086 -0.291452 0.110005 0.902456 1 22 1.000000 0 0.778067 0.785550 -0.324794 0.491470 0.837031 -0.240455 0.101704 0.911868 1 22 1.000000 0 0.760630 0.571177 -0.489583 0.000000 0.231605 -0.972777 0.092513 0.881626 1 22 1.000000 hair.bmp 0 0.857584 0.324202 -0.434637 0.804621 0.280587 -0.523270 0.090527 0.845074 1 22 1.000000 0 0.743194 0.305545 -0.439079 -0.805414 0.019379 -0.592364 0.106380 0.845893 1 22 1.000000 0 0.760630 0.571177 -0.489583 0.000000 0.231605 -0.972777 0.092513 0.881626 1 22 1.000000 hair.bmp 0 0.822711 -0.155803 -0.548923 -0.500839 -0.623371 -0.600421 0.117295 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What type of rig are you using to animate your model? If you are using something like CAT with bones linked to the rig (not constraints), you are going to have a problem as I found out the hard way. On exporting with that situation, I found that all the bones are parented to ROOT. Now in source this isnt a problem since it fixes everything up on compile, but in goldsrc it does not work. In your case it might have happened to your reference model as well, but I dont know... if it is the case, then we have more problems. Now, i currently have a really screwy way of fixing it in the meantime while I try to research a proper solution (im guessing there is some maxscript out there to take bone parents from a ref skeleton SMD and apply it to an animation SMD, but im still pretty much a beginner when it comes to max). The method I use is, make a copy of your QC and edit it for Source. Compile in source engine and then decompile the model, grab the animation SMDs (since they are fixed up on compile) and place them back in with your GoldSrc resources (back up the old SMDs if anything went wrong). Compile and it should work. I used this method for these test animations HL1.EXE: [media]http://www.youtube.com/watch?v=yzeUd9aBLAM[/media] [media]http://www.youtube.com/watch?v=VX-cZWGbDVM[/media]
[quote]ponycolor.bmp[/quote] I have a bad feeling about this.
[QUOTE=CAS303;33210266]What type of rig are you using to animate your model? If you are using something like CAT with bones linked to the rig (not constraints), you are going to have a problem as I found out the hard way. On exporting with that situation, I found that all the bones are parented to ROOT. Now in source this isnt a problem since it fixes everything up on compile, but in goldsrc it does not work. In your case it might have happened to your reference model as well, but I dont know... if it is the case, then we have more problems. Now, i currently have a really screwy way of fixing it in the meantime while I try to research a proper solution (im guessing there is some maxscript out there to take bone parents from a ref skeleton SMD and apply it to an animation SMD, but im still pretty much a beginner when it comes to max). The method I use is, make a copy of your QC and edit it for Source. Compile in source engine and then decompile the model, grab the animation SMDs (since they are fixed up on compile) and place them back in with your GoldSrc resources (back up the old SMDs if anything went wrong). Compile and it should work. I used this method for these test animations HL1.EXE:[/QUOTE] It fixed the illegal bone parenting issue, but now it's giving me "unknown studio command"
I know this sounds obvious, but are you using the original goldsrc QC to compile? (Ive accidentally overwritten the original with the source one before) Also, what line is it giving the error on?
[QUOTE=CAS303;33212297]I know this sounds obvious, but are you using the original goldsrc QC to compile? (Ive accidentally overwritten the original with the source one before) Also, what line is it giving the error on?[/QUOTE] Yes, the Source one is named something different. It didn't say a line specifically, but it happens right after "grabbing body_ref".
Hmm.. I can't remember if I ever saw that problem... How about you try compiling with the two other studiomdl.exe's I gave you? A while back, the CS:CZ model I was working on only compiled when using the other compiler (the 1.6 hacked one). If that does not work, try a process of elimination such as first, getting rid of the $hbox line, and try again with all the compilers. Try to narrow it down to if its an animation sequence or something else. Another thing you might want to consider... I noticed that you have a rather large amount of animation sequences, usually it should compile fine... but try using $sequencegroupsize [quote]$sequencegroupsize <# in KB> This separates the animations from the mesh into smaller files. The reason is that animations can be loaded into memory only when needed, instead of having to load everything in whether or not it's used. It's most useful for monsters with scripted sequences. example: $sequencegroupsize 64 [/quote] In one of the models I found a long time back they used $sequencegroupsize 256 for a model that had over 100 animations. Just a thought.
[QUOTE=CAS303;33217620]Hmm.. I can't remember if I ever saw that problem... How about you try compiling with the two other studiomdl.exe's I gave you? A while back, the CS:CZ model I was working on only compiled when using the other compiler (the 1.6 hacked one). If that does not work, try a process of elimination such as first, getting rid of the $hbox line, and try again with all the compilers. Try to narrow it down to if its an animation sequence or something else. Another thing you might want to consider... I noticed that you have a rather large amount of animation sequences, usually it should compile fine... but try using $sequencegroupsize In one of the models I found a long time back they used $sequencegroupsize 256 for a model that had over 100 animations. Just a thought.[/QUOTE] Can't use any other studiomdl's, I edited the code from the original one out of the sdk to allow more polygons in a model (there is no good place to split it up for separate smd files). Tried that and removing the hitbox, got - [code]entering C:\DevDocs\etc\SCHorse\input\horse.qc grabbing C:/DevDocs/etc/SCHorse/input/body_ref.smd unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command unknown studio command bogus bone index 69 C:/DevDocs/etc/SCPony/input/body_ref.smd : 20 0.081134 -1.854789 2.411606 0.002594 -0.769682 -0.638422 0.887974 -0.124545 1 20 1.000000[/code]
Argh, unfortunately I am at the end of the info I can muster up. The last thing I can suggest is ask some people from these forums: [url]http://hl-improvement.com/forums/[/url] [url]http://forums.svencoop.com/index.php[/url] I faintly recall some guys who make stuff for sven coop use another type of studiomdl since I read about people getting around the 6K polygon limit. Or seek out info from any HLmod teams that are still around. Good luck.
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