• [GMOD] T Posing
    7 replies, posted
So im trying to make a playermodel for a server. The thought was to recolor it a bit and remove the jetpack. I removed the jetpack and tried the model ingame. And it t-posed. I tried reverting to the decompiled version of the original model but that t-posed as well. so i have been trying to fix this for 4 hours now and i have no idea why the original addon works but not the decompiled version. help please. If you need anything else let me know Original Addon Playermodel. [IMG]https://gyazo.com/0c433925c9d59845385b65c3e0f3f2ad [/IMG] Original Playermodel. [IMG]https://gyazo.com/cad11f912dba6e8df628ddd8ede75aad[/IMG] Edited Playermodel. [IMG]https://gyazo.com/9328973c2be9d3bfd46d7af07380b5f9[/IMG] Links to images if ^ doesn't work Decompiled orignal version: [url]https://gyazo.com/cad11f912dba6e8df628ddd8ede75aad[/url] Addon version: [url]https://gyazo.com/0c433925c9d59845385b65c3e0f3f2ad[/url] Edited version: [url]https://gyazo.com/9328973c2be9d3bfd46d7af07380b5f9[/url] [CODE]// Created by Crowbar 0.33.0.0 $ModelName "eodcdr.mdl" $BodyGroup "Body" { studio "eodcdr_reference.smd" } $SurfaceProp "plastic" $Contents "solid" $EyePosition 0 0 70 $MaxEyeDeflection 90 $CDMaterials "models/player/" $Attachment "eyes" "ValveBiped.Bip01_Head1" 2.86 -3.48 0.11 rotate 0 -80.1 -90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 $Attachment "physgun_attachment" "ValveBiped.Physgun_attachment" 0 0 0 rotate -90 -90 0 $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -26.342 -15.594 -2.684 26.368 7.035 74.042 $Sequence "ragdoll" { "eodcdr_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $IncludeModel "Police_Animations.mdl" $IncludeModel "Police_ss.mdl" $IncludeModel "humans/male_shared.mdl" $IncludeModel "combine_soldier_anims.mdl" $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 [/CODE]
Show us the QC.
*Updated*
So first things first, if you use the model manipulator to replace the model of a metrocop with this model, does the model have animations?
Re-import the reference.smd into blender and tell me if the bones are there and if they can be manipulated in pose mode (rigged).
*updated*
[QUOTE=buu342;49880261]Re-import the reference.smd into blender and tell me if the bones are there and if they can be manipulated in pose mode (rigged).[/QUOTE] [IMG]https://i.gyazo.com/de61ba097ea630343e7e95feaf3034b2.png[/IMG] Its rigged
I fixed it, was missing a very important part in the qc... new qc for people with the same problem[CODE]// Created by Crowbar 0.33.0.0 $ModelName "test.mdl" $BodyGroup "Body" { studio "test_reference.smd" } $SurfaceProp "plastic" $Contents "solid" $EyePosition 0 0 70 $MaxEyeDeflection 90 $CDMaterials "models\player\" $Attachment "eyes" "ValveBiped.Bip01_Head1" 2.86 -3.48 0.11 rotate 0 -80.1 -90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 $Attachment "physgun_attachment" "ValveBiped.Physgun_attachment" 0 0 0 rotate -90 -90 0 $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -26.342 -15.594 -2.684 26.368 7.035 74.042 // $HBoxSet "default" // $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 // $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 // $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 // $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 // $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 // $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 // $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 // $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 // $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 // $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 // $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46 // $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 // $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 // $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 // $HBox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1 // $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 // $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 // $SkipBoneInBBox $Sequence "ragdoll" { "test_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $IncludeModel "m_anm.mdl" $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 [/CODE]
Sorry, you need to Log In to post a reply to this thread.