Did you by any chance use a new skeleton and/or re-rig the model? It looks like the bones have incorrect orientations. When animated, the bones are forced back into the orientation the animations specify which means they get twisted like a pretzel if they aren't aligned.
No, the Skelton used was already there when I decompiled the model. I kinda assumed it was correct and hoped I wouldn't have to re-rig it. But oh well. Also, I was wondering, if the model is smaller that the actual animations, will it still bug out? Like my Asriel model is like half the size of the normal player, will that matter when using the default animations. I really don't want to make new animations... Thank you so much though!
Are you using 3DS max? if so you can disable deformations and rotate the bones.
I actually got this model from the workshop. It was already a ragdoll and it looked like it already had a skeleton so didn't do anything. I have blender but I'm not sure what the best thing to use is.
You have to re-rig the skeleton to a proper playermodel skeleton (e.g. from a different playermodel)
You also have to make sure you use CaptainBigButt's proportion method to scale the Playermodel skeleton to Asriel's small body
Proportion scaling? I don't know how to do that.
[QUOTE=mhorn00;49536377]I actually got this model from the workshop. It was already a ragdoll and it looked like it already had a skeleton so didn't do anything. I have blender but I'm not sure what the best thing to use is.[/QUOTE]
If this was a ragdoll then how is the skeleton using Valve animation?
¯\_(ツ)_/¯
I don't know. I'm new at this. no fucking clue how all this work. I've tried looking up stuff, but everything was really outdated.
Post here the link for this ragdoll so we can check how it's bone structure is and help you better. QC does not seem to be the source of this problem.