• QC trouble
    2 replies, posted
hi im having a little trouble im working on Sonic playermodels since the only ones publicly available were made back in 05 the sonic models DO NOT use the standard biped rig hence i have to define all the animations myself cannot use $include player_anims.mdl completely different skeleton anyways the prisoner pod animation i made in game the arms move when they are supposed to stay still only the head is supposed to move the aim_yaw/pitch has influence over animations it shouldent how do i fix that? [code] $cd "C:\Users\shad0w440\Desktop\Workstuff\sonicassets\COMPILE1" $modelname "player\sonic.mdl" $model "BETA Sonic" "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 39.313 eyeball_r 8.000 0.500 pupil_r 10.000 eyeball lefteye ValveBiped.Bip01_Head1 2.300 -0.390 39.313 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 flexcontroller phoneme angry "range" 0.000 1.000 flexcontroller phoneme huh "range" 0.000 1.000 flexcontroller phoneme l_close "range" 0.000 1.000 flexcontroller phoneme r_close "range" 0.000 1.000 flexcontroller phoneme l_sigh "range" 0.000 1.000 flexcontroller phoneme r_sigh "range" 0.000 1.000 flexcontroller phoneme mouth_open "range" 0.000 1.000 flexcontroller phoneme oh "range" 0.000 1.000 flexcontroller phoneme sad "range" 0.000 1.000 flexcontroller phoneme Shock "range" 0.000 1.000 flexcontroller phoneme weird "range" 0.000 1.000 flexcontroller phoneme l_Smile "range" 0.000 1.000 flexcontroller phoneme r_Smile "range" 0.000 1.000 flexcontroller phoneme blank "range" 0.000 1.000 %angry = angry %huh = huh %l_close = l_close %r_close = r_close %l_sigh = l_sigh %r_sigh = r_sigh %mouth_open = mouth_open %oh = oh %sad = sad %Shock = Shock %weird = weird %l_Smile = l_Smile %r_Smile = r_Smile } $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 $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 "ValveBiped.Hair_main" -12.159 -6.808 -7.989 12.136 11.895 9.003 $hbox 0 "ValveBiped.Hair_up_center" -4.717 -4.262 0.000 4.915 4.540 5.904 $hbox 0 "ValveBiped.Hair_up_center2" -4.045 -3.155 0.000 3.816 3.612 4.501 $hbox 0 "ValveBiped.Hair_up_center3" -2.480 -1.620 0.000 2.218 2.164 7.650 $hbox 0 "ValveBiped.Hair_up_left" -4.061 -4.209 0.000 4.380 4.703 6.385 $hbox 0 "ValveBiped.Hair_up_left2" -2.937 -3.275 0.000 3.408 3.482 5.378 $hbox 0 "ValveBiped.Hair_up_left3" -1.516 -2.029 0.000 2.634 1.682 6.078 $hbox 0 "ValveBiped.Hair_up_right" -4.079 -4.757 0.000 4.398 4.206 6.380 $hbox 0 "ValveBiped.Hair_up_right2" -3.067 -3.480 0.000 3.288 3.287 5.318 $hbox 0 "ValveBiped.Hair_up_right3" -1.838 -1.624 0.000 2.319 2.090 6.163 $hbox 0 "ValveBiped.Hair_down_center" -5.070 -5.172 0.000 4.867 5.327 3.929 $hbox 0 "ValveBiped.Hair_down_center2" -4.493 -4.399 0.000 4.269 4.032 4.497 $hbox 0 "ValveBiped.Hair_down_center3" -3.504 -3.246 0.000 3.243 3.076 4.065 $hbox 0 "ValveBiped.Hair_down_center4" -2.170 -1.646 0.000 1.870 1.877 5.937 $hbox 0 "ValveBiped.Hair_down_left" -3.534 -3.982 0.000 4.392 4.267 4.600 $hbox 0 "ValveBiped.Hair_down_left2" -2.461 -2.771 0.000 3.745 3.508 4.378 $hbox 0 "ValveBiped.Hair_down_left3" -1.198 -1.818 0.000 2.466 1.897 4.468 $hbox 0 "ValveBiped.Hair_down_right" -3.551 -4.283 0.000 4.377 3.963 4.602 $hbox 0 "ValveBiped.Hair_down_right2" -2.544 -3.485 0.000 3.664 2.812 4.361 $hbox 0 "ValveBiped.Hair_down_right3" -1.359 -1.879 0.000 2.307 1.835 4.493 $hbox 0 "ValveBiped.Ear_left" -4.101 -2.505 -1.011 3.071 3.704 3.945 $hbox 0 "ValveBiped.Ear_left2" -2.397 -1.574 -0.916 2.093 0.000 3.038 $hbox 0 "ValveBiped.Ear_right" -4.061 -3.723 -0.848 3.172 2.501 4.013 $hbox 0 "ValveBiped.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" $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" 0.80 -5.80 -0.15 rotate -0 -80 -90 $bonemerge "Taper_+2" $bonemerge "ValveBiped.Bip01_Head1" $surfaceprop "flesh" $illumposition 0.007 0.561 35.329 $jigglebone "ValveBiped.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 "ValveBiped.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 } $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 idle "idle_pistol" loop ACT_HL2MP_IDLE 1 fps 30.00 rotate -90.00 addlayer TFhands_gun1 $sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00 rotate -90.00 $sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_smg1 "idle_smg1" loop ACT_HL2MP_IDLE_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_ar2 "idle_ar2" loop ACT_HL2MP_IDLE_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_gravgun "idle_gravgun" loop ACT_HL2MP_IDLE_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_grenade "idle_grenade" loop ACT_HL2MP_IDLE_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_rpg "idle_rpg" loop ACT_HL2MP_IDLE_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_crossbow "idle_crossbow" loop ACT_HL2MP_IDLE_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00 rotate -90.00 addlayer TFhands_fist1 $sequence idle_slam "idle_slam" loop ACT_HL2MP_IDLE_SLAM 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $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_RunS" loop fps 16.000000 rotate -90.00 $animation a_WalkSE "a_RunSE" loop fps 16.000000 rotate -90.00 $animation a_WalkE "a_RunE" loop fps 16.000000 rotate -90.00 $animation a_WalkNE "a_RunNE" loop fps 16.000000 rotate -90.00 $animation a_WalkN "a_RunN" loop fps 16.000000 rotate -90.00 $animation a_WalkNW "a_RunNW" loop fps 16.000000 rotate -90.00 $animation a_WalkW "a_RunW" loop fps 16.000000 rotate -90.00 $animation a_WalkSW "a_RunSW" loop fps 16.000000 rotate -90.00 $sequence run "a_RunN" loop ACT_HL2MP_RUN 1 fps 30.00 { addlayer Toefix_standard 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 $sequence run_pistol "a_RunN" loop ACT_HL2MP_RUN_PISTOL 1 fps 30.00 { addlayer run_pistol_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_shotgun_mod "run_shotgun_mod" fps 30.00 weightlist upper hidden addlayer TFhands_gun1 $sequence run_shotgun "a_RunN" 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 $sequence run_smg1 "a_RunN" loop ACT_HL2MP_RUN_SMG1 1 fps 30.00 { addlayer run_smg1_mod addlayer Toefix_standard 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 $sequence run_ar2 "a_RunN" loop ACT_HL2MP_RUN_AR2 1 fps 30.00 { addlayer run_ar2_mod addlayer Toefix_standard 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 $sequence run_gravgun "a_RunN" loop ACT_HL2MP_RUN_PHYSGUN 1 fps 30.00 { addlayer run_gravgun_mod addlayer Toefix_standard 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 $sequence run_grenade "a_RunN" loop ACT_HL2MP_RUN_GRENADE 1 fps 30.00 { addlayer run_grenade_mod addlayer Toefix_standard 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 $sequence run_rpg "a_RunN" loop ACT_HL2MP_RUN_RPG 1 fps 30.00 { addlayer run_rpg_mod addlayer Toefix_standard 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 $sequence run_crossbow "a_RunN" loop ACT_HL2MP_RUN_CROSSBOW 1 fps 30.00 { addlayer run_crossbow_mod addlayer Toefix_standard 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 $sequence run_melee "a_RunN" loop ACT_HL2MP_RUN_MELEE 1 fps 30.00 { addlayer run_melee_mod addlayer Toefix_standard 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 $sequence run_slam "a_RunN" loop ACT_HL2MP_RUN_SLAM 1 fps 30.00 { addlayer run_slam_mod addlayer Toefix_standard 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_WalkN" loop ACT_HL2MP_WALK 1 fps 16.00 { addlayer Toefix_standard addlayer TFhands_relax1 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 $sequence walk_pistol "a_WalkN" loop ACT_HL2MP_WALK_PISTOL 1 fps 16.00 { addlayer walk_pistol_mod addlayer Toefix_standard 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 $sequence walk_shotgun "a_WalkN" loop ACT_HL2MP_WALK_SHOTGUN 1 fps 16.00 { addlayer walk_shotgun_mod addlayer Toefix_standard 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 $sequence walk_smg1 "a_WalkN" loop ACT_HL2MP_WALK_SMG1 1 fps 16.00 { addlayer walk_smg1_mod addlayer Toefix_standard 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 $sequence walk_ar2 "a_WalkN" loop ACT_HL2MP_WALK_AR2 1 fps 16.00 { addlayer walk_ar2_mod addlayer Toefix_standard 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 $sequence walk_gravgun "a_WalkN" loop ACT_HL2MP_WALK_PHYSGUN 1 fps 16.00 { addlayer walk_gravgun_mod addlayer Toefix_standard 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 $sequence walk_grenade "a_WalkN" loop ACT_HL2MP_WALK_GRENADE 1 fps 16.00 { addlayer walk_grenade_mod addlayer Toefix_standard 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 $sequence walk_rpg "a_WalkN" loop ACT_HL2MP_WALK_RPG 1 fps 16.00 { addlayer walk_rpg_mod addlayer Toefix_standard 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 $sequence walk_crossbow "a_WalkN" loop ACT_HL2MP_WALK_CROSSBOW 1 fps 16.00 { addlayer walk_crossbow_mod addlayer Toefix_standard 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 $sequence walk_melee "a_WalkN" loop ACT_HL2MP_WALK_MELEE 1 fps 16.00 { addlayer walk_melee_mod addlayer Toefix_standard 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 $sequence walk_slam "a_WalkN" loop ACT_HL2MP_WALK_SLAM 1 fps 16.00 { addlayer walk_slam_mod addlayer Toefix_standard 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 cidle "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH 1 fps 30.00 rotate -90.00 $sequence cidle_pistol "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH_PISTOL 1 fps 30.00 rotate -90.00 $sequence cidle_shotgun "cidle_shotgun" loop ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_smg1 "cidle_smg1" loop ACT_HL2MP_IDLE_CROUCH_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_ar2 "cidle_ar2" loop ACT_HL2MP_IDLE_CROUCH_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_gravgun "cidle_gravgun" loop ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_grenade "cidle_grenade" loop ACT_HL2MP_IDLE_CROUCH_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_rpg "cidle_rpg" loop ACT_HL2MP_IDLE_CROUCH_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_crossbow "cidle_crossbow" loop ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cidle_melee "cidle_melee" loop ACT_HL2MP_IDLE_CROUCH_MELEE 1 fps 30.00 rotate -90.00 addlayer TFhands_fist1 $sequence cidle_slam "cidle_slam" loop ACT_HL2MP_IDLE_CROUCH_SLAM 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence cwalk_pistol_mod "cwalk_pistol_mod" fps 30.00 weightlist upper hidden $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_walkN" 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_walkN" 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 $sequence cwalk_shotgun "a_Crouch_walkN" 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 $sequence cwalk_smg1 "a_Crouch_walkN" 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 $sequence cwalk_ar2 "a_Crouch_walkN" 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 $sequence cwalk_gravgun "a_Crouch_walkN" 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 $sequence cwalk_grenade "a_Crouch_walkN" 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 $sequence cwalk_rpg "a_Crouch_walkN" 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 $sequence cwalk_crossbow "a_Crouch_walkN" 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 $sequence cwalk_melee "a_Crouch_walkN" 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_slam_mod "cwalk_slam_mod" fps 30.00 weightlist upper hidden $sequence cwalk_slam "a_Crouch_walkN" 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 range_pistol "a_range_pistol" ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 fps 30.00 rotate -90.00 weightlist upper $sequence range_shotgun "a_range_shotgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_smg1 "a_range_smg1" ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_ar2 "a_range_ar2" ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_gravgun "a_range_gravgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_grenade "a_range_grenade" ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_rpg "a_range_rpg" ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_crossbow "a_range_crossbow" ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence range_melee "a_range_melee" ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 fps 35.00 rotate -90.00 weightlist upper $sequence range_slam "a_range_slam" ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence jump_pistol "jump_pistol" ACT_HL2MP_JUMP_PISTOL 1 fps 65.00 rotate -90.00 $sequence jump_shotgun "jump_shotgun" ACT_HL2MP_JUMP_SHOTGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_smg1 "jump_smg1" ACT_HL2MP_JUMP_SMG1 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_ar2 "jump_ar2" ACT_HL2MP_JUMP_AR2 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_gravgun "jump_gravgun" ACT_HL2MP_JUMP_PHYSGUN 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_grenade "jump_grenade" ACT_HL2MP_JUMP_GRENADE 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_rpg "jump_rpg" ACT_HL2MP_JUMP_RPG 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_crossbow "jump_crossbow" ACT_HL2MP_JUMP_CROSSBOW 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 65.00 rotate -90.00 addlayer TFhands_fist1 $sequence jump_slam "jump_slam" ACT_HL2MP_JUMP_SLAM 1 fps 30.00 rotate -90.00 addlayer Toefix_standard addlayer TFhands_gun1 $sequence reload_pistol "reload_pistol" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence reload_shotgun "reload_shotgun" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence reload_smg1 "reload_smg1" ACT_HL2MP_GESTURE_RELOAD_SMG1 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence reload_ar2 "reload_ar2" ACT_HL2MP_GESTURE_RELOAD_AR2 1 fps 30.00 rotate -90.00 weightlist upper addlayer TFhands_gun1 $sequence drive_jeep "cidle_pistol" fps 30.00 rotate -90.00 $sequence drive_airboat "cidle_pistol" fps 30.00 rotate -90.00 $sequence drive_pd "drive_pd" fps 30.00 $animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -29.734201 29.734280 delta autoplay hidden a_body_rot a_body_rot_z_rt } $animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 { blendwidth 3 blend spine_yaw -30.708504 30.708494 delta autoplay hidden a_spine_rot a_spine_rot_z_rt } $animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_z "a_head_rot_z_rt" fps 30.00 { blendwidth 3 blend head_yaw -44.818722 44.818962 delta autoplay hidden a_head_rot a_head_rot_z_lt } $animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_y "a_head_rot_up" fps 30.00 { blendwidth 3 blend head_pitch -22.999983 20.000011 delta autoplay hidden a_head_rot a_head_rot_dwn } $animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_x "a_head_rot_rt" fps 30.00 { blendwidth 3 blend head_roll -10.852424 10.931437 delta autoplay hidden a_head_rot a_head_rot_lt } $animation aim_pitch_down "aim_pitch_down" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation aim_pitch_up "aim_pitch_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_y "aim_pitch_up" fps 30.00 { blendwidth 3 blend aim_pitch -50.000000 80.443214 delta autoplay hidden a_head_rot aim_pitch_down } $animation aim_yaw_left "aim_yaw_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation aim_yaw_right "aim_yaw_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_x "aim_yaw_right" fps 30.00 { blendwidth 3 blend aim_yaw -52.500000 52.517399 delta autoplay hidden a_head_rot aim_yaw_left } $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 $collisionjoints "phymodel.smd" { $mass 50.0 $inertia 2.00 $damping 0.01 $rotdamping 0.40 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.20 $jointmassbias "valvebiped.bip01_head1" 2.00 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.20 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.20 $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.20 $jointconstrain "hair_up_right" x limit -60.00 25.00 0.00 $jointconstrain "hair_up_right" y limit -60.00 25.00 0.00 $jointconstrain "hair_up_right" z limit 0.00 0.00 0.00 $jointconstrain "hair_up_left" x limit -60.00 25.00 0.00 $jointconstrain "hair_up_left" y limit -60.00 25.00 0.00 $jointconstrain "hair_up_left" z limit 0.00 0.00 0.00 $jointconstrain "hair_up_center" x limit -60.00 25.00 0.00 $jointconstrain "hair_up_center" y limit -60.00 25.00 0.00 $jointconstrain "hair_up_center" z limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.20 $jointmassbias "valvebiped.bip01_r_forearm" 2.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 4.00 0.20 $jointconstrain "hair_down_left" x limit -60.00 25.00 0.00 $jointconstrain "hair_down_left" y limit -60.00 25.00 0.00 $jointconstrain "hair_down_left" z limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -50.00 57.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -102.00 19.00 0.20 $jointconstrain "valvebiped.b
If the model uses (or used) the same animations as the standard Valve player models, you really don't have to do all of this. Just rig the model to the new skeleton in your 3D modeling program and include the player_anims.mdl library like your normally would.
Make a new weightlist for only the head and change the weightlist for the aim layer to the new one. You could also just make a new layer for aiming and use the new weightlist on that one so it doesn't mess with the player when it's out of the pod as well
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