• How can I create a qc for my ragdoll?
    4 replies, posted
I can only find how to create a qc for props. Anyway I have this Dasiy smd, she's rigged and has bones. Now considering model decompile is a pain in the ass to work with already, I recently learned I must manually create the qc. Any help?
When you decompile a model it should actually give you a relatively useable QC. From there on you should be able to learn a bit about the structure.
I've use this QC for make my ragdoll [CODE] $modelname "gonzalolog/ezio.mdl" $scale 1.00 $cdmaterials "models/gonzalolog/ezio" $body "Body" "ezio.SMD" $surfaceprop "flesh" $keyvalues { "prop_data" { "base" "flesh.small" } } $collisionmodel "ezio.SMD" { $concave $mass 80.000 } $include "C:/Program Files (x86)/Steam/SteamApps/gonzalologorg/sourcesdk_content/hl2/modelsrc/player/ragdoll.qci" $include "body_poses_lean.qci" $include "male_shared_XSI_sdk.qci" $include "WeaponAnims_Shared_sdk.qci" [/CODE] Delete the include if you don't wanna make it like a playermodel
[QUOTE=gonzalolog;34278944]I've use this QC for make my ragdoll [CODE] $modelname "gonzalolog/ezio.mdl" $scale 1.00 $cdmaterials "models/gonzalolog/ezio" $body "Body" "ezio.SMD" $surfaceprop "flesh" $keyvalues { "prop_data" { "base" "flesh.small" } } $collisionmodel "ezio.SMD" { $concave $mass 80.000 } $include "C:/Program Files (x86)/Steam/SteamApps/gonzalologorg/sourcesdk_content/hl2/modelsrc/player/ragdoll.qci" $include "body_poses_lean.qci" $include "male_shared_XSI_sdk.qci" $include "WeaponAnims_Shared_sdk.qci" [/CODE] Delete the include if you don't wanna make it like a playermodel[/QUOTE] when making a ragdoll you should not use collisionmodel but collisionjoints. Since a collisionmodel is not ragdolled. On top of that you're using $body as opposed to $model -again something that plays a role for props not ragdolls. EDIT I am actually unsure what you're trying to do. You have a collision model but are also including a collisionjoints from the ragdoll QCI Here, have a commented QC [code] //where is the file source dir $cd "H:\My scribbles\!3d_projects\harlequins\male" //where tocompile to $modelname "Harlequins\male.mdl" //reference smd $model "male01" "resizedbones" { } //path to textuers $cdmaterials "models\harlequins\male1" //attachments - not important if you have no faceposing or are using valve animations - can be ignored $attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0.00 rotate 0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.50 -0.00 rotate 0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00 $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 //a sequence - has to be at least one $sequence ragdoll "resizedbones" ACT_DIERAGDOLL 1 fps 30.00 //included animations - only usefull if you are using an existing skeleton $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" //what materials is the models made off $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 //the center of illumination $illumposition 0.654 0.000 36.127 //ikchains - important for some animations $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 //colisionjoints - how much each ragdoll part stretches $collisionjoints "phymodel.smd" { $mass 90.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 //the first bone in the model $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" //the actual ragdoll rotation constraints. You will make those in HLMV $jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" z limit -46.00 46.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" z limit -46.00 46.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 } [/code]
[QUOTE=wraithcat;34281851]when making a ragdoll you should not use collisionmodel but collisionjoints. Since a collisionmodel is not ragdolled. On top of that you're using $body as opposed to $model -again something that plays a role for props not ragdolls. EDIT I am actually unsure what you're trying to do. You have a collision model but are also including a collisionjoints from the ragdoll QCI Here, have a commented QC [code] //where is the file source dir $cd "H:\My scribbles\!3d_projects\harlequins\male" //where tocompile to $modelname "Harlequins\male.mdl" //reference smd $model "male01" "resizedbones" { } //path to textuers $cdmaterials "models\harlequins\male1" //attachments - not important if you have no faceposing or are using valve animations - can be ignored $attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0.00 rotate 0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.50 -0.00 rotate 0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00 $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 //a sequence - has to be at least one $sequence ragdoll "resizedbones" ACT_DIERAGDOLL 1 fps 30.00 //included animations - only usefull if you are using an existing skeleton $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" //what materials is the models made off $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 //the center of illumination $illumposition 0.654 0.000 36.127 //ikchains - important for some animations $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 //colisionjoints - how much each ragdoll part stretches $collisionjoints "phymodel.smd" { $mass 90.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 //the first bone in the model $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" //the actual ragdoll rotation constraints. You will make those in HLMV $jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_toe0" z limit -46.00 46.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_toe0" z limit -46.00 46.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 } [/code][/QUOTE] Thats a perfect template <3 but anyway here is one of my qc's [code] $modelname "cra0kalo\models\arab_male01.mdl" //$model "Arab_01" "arab_male1.smd" { $model "Arab_01" "arab_male_ref.smd" { $include "standardflex_3ds.qci" // eyeball righteye "cra0:Head" -1.46 -2.71 72.31 "P3DA_LRM_Lat_Base" 1.00 4 "pupil_r" 0.63 //eyeball lefteye "cra0:Head" 1.46 -2.71 72.31 "P3DA_LRM_Lat_Base" 1.00 -4 "pupil_l" 0.63 mouth 0 "mouth" "cra0:tongue" 0 1 0 // mouth illumination } $cdmaterials "models\cra0kalo\arabic" $hboxset "default" $surfaceprop "flesh" $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $sequence demo "demo" fps 30.00 $sequence demo2 "demo2" fps 30.00 //$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 //$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 //$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 //$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $attachment "eyes" "cra0:Head" 0.00 5.40 5.00 rotate -90 -90 0 $attachment "righteye" "cra0:Head" -1.51 5.46 4.42 rotate -90 -90 0 $attachment "lefteye" "cra0:Head" 1.51 5.46 4.42 rotate -90 -90 0 [/code]
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