broken animation?

i am making zombie and fast zombie replacements but in game they don’t move. in model viewer they have all their animations but the ground below them dosen’t move when they walk or run. dose anyone know how to fix this?

Post the .qc. Make sure that in the sequences you added the correct ACT_

here is the qc.


$cd "C:\decompiler\classic_zombie"
$modelname "Zombie/Rebel.mdl"
$model "studio" "Rebel_zomb_ref.smd"
$bodygroup headcrab1                //model that will also be included and can be toggled
{
    blank
    studio "Headcrab_reference.smd"
}
$poseparameter move_yaw -180.00 180.00 360.00
$cdmaterials "models\zombie_rebel\"
$cdmaterials "models\headcrab_classic\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine1" -8.500  -3.840  -7.120  15.500  9.840  7.730
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000  -3.500  -2.500  11.000  3.500  2.500
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500  -1.860  -1.900  10.500  3.110  2.360
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.780  -1.000  6.000  1.230  2.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000  -3.500  -2.500  11.000  3.500  2.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -1.890  -1.600  10.500  3.090  2.660
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000  -1.780  -2.500  6.000  1.230  0.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -4.000  -3.730  17.250  4.000  4.290
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -4.870  -3.540  17.250  3.180  2.630
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.500  -2.000  -2.500  7.500  2.000  2.500
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -4.000  -3.730  17.250  4.000  4.290
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -4.920  -3.120  17.250  3.250  2.650
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.500  -2.000  -2.500  7.500  2.000  2.500
$hbox 1 "ValveBiped.HC_Body_Bone" -6.590  -5.000  -5.760  8.500  5.000  6.240
// Model uses material "Zombie_Classic_sheet.vmt"
// Model uses material "headcrabsheet.vmt"
$attachment "headcrab" "ValveBiped.HC_Body_Bone" -4.49 -1.32 -0.02 rotate -0.00 20.25 29.25
$attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00 60.00 90.00
$attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00 90.00 90.00
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$surfaceprop "zombieflesh"
$eyeposition -0.000 0.000 64.000
$illumposition 6.562 -2.972 31.757
$sequence Idle01 "Idle01" loop ACT_IDLE 1 fps 30.00
$animation a_WalkS "a_WalkS" loop fps 24.000000
$animation a_WalkSE "a_WalkSE" loop fps 24.000000
$animation a_WalkE "a_WalkE" loop fps 24.000000
$animation a_WalkNE "a_WalkNE" loop fps 24.000000
$animation a_walk1 "a_walk1" loop fps 24.000000
$animation a_WalkNW "a_WalkNW" loop fps 24.000000
$animation a_WalkW "a_WalkW" loop fps 24.000000
$animation a_WalkSW "a_WalkSW" loop fps 24.000000
$sequence walk "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 5 }
  { event AE_ZOMBIE_STEP_RIGHT 15 }
  { event AE_ZOMBIE_SCUFF_LEFT 20 }
  { event AE_ZOMBIE_STEP_LEFT 28 }
  { event AE_ZOMBIE_STEP_RIGHT 38 }
  { event AE_ZOMBIE_SCUFF_LEFT 40 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk1 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk2 "a_walk2" loop fps 24.000000
$sequence walk2 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_SCUFF_RIGHT 10 }
  { event AE_ZOMBIE_STEP_RIGHT 21 }
  { event AE_ZOMBIE_STEP_LEFT 31 }
  { event AE_ZOMBIE_SCUFF_RIGHT 34 }
  { event AE_ZOMBIE_STEP_RIGHT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk2 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk3 "a_walk3" loop fps 24.000000
$sequence walk3 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_STEP_RIGHT 18 }
  { event AE_ZOMBIE_SCUFF_LEFT 21 }
  { event AE_ZOMBIE_STEP_LEFT 32 }
  { event AE_ZOMBIE_STEP_RIGHT 40 }
  { event AE_ZOMBIE_SCUFF_LEFT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk3 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_Walk4 "a_Walk4" loop fps 24.000000
$sequence walk4 "a_Walk4" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 4 }
  { event AE_ZOMBIE_STEP_RIGHT 16 }
  { event AE_ZOMBIE_STEP_LEFT 22 }
  { event AE_ZOMBIE_STEP_RIGHT 28 }
  { event AE_ZOMBIE_STEP_LEFT 43 }
  { event AE_ZOMBIE_STEP_RIGHT 49 }
  { event AE_ZOMBIE_STEP_LEFT 58 }
  { event AE_ZOMBIE_STEP_RIGHT 67 }
}

$sequence FireWalk "FireWalk" loop ACT_WALK_ON_FIRE 1 fps 30.00
$sequence FireIdle "FireIdle" loop ACT_IDLE_ON_FIRE 1 fps 30.00
$sequence attackA "attackA" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
}

$sequence attackB "attackB" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
}

$sequence attackC "attackC" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
}

$sequence attackD "attackD" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
}

$sequence attackE "attackE" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

$sequence attackF "attackF" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

$sequence swatleftmid "swatleftmid" ACT_ZOM_SWATLEFTMID 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 9 }
}

$sequence swatrightmid "swatrightmid" ACT_ZOM_SWATRIGHTMID 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 9 }
}

$sequence swatleftlow "swatleftlow" ACT_ZOM_SWATLEFTLOW 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 15 }
}

$sequence swatrightlow "swatrightlow" ACT_ZOM_SWATRIGHTLOW 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 18 }
}

$sequence releasecrab "releasecrab" ACT_ZOM_RELEASECRAB 1 fps 30.00
$sequence physflinch1 "physflinch1" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch2 "physflinch2" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch3 "physflinch3" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence smashfall64 "smashfall64" fps 30.00 {
  { event AE_NPC_BODYDROP_HEAVY 10 }
  { event AE_NPC_BODYDROP_HEAVY 27 }
  { event AE_NPC_BODYDROP_HEAVY 37 }
  { event AE_ZOMBIE_GET_UP 75 }
}

$sequence slump_a "slump_a" loop fps 30.00
$sequence slumprise_a "slumprise_a" fps 30.00 {
  { event AE_NPC_LEFTFOOT 15 }
  { event AE_NPC_RIGHTFOOT 50 }
  { event AE_ZOMBIE_GET_UP 80 }
}

$sequence slumprise_a_attack "slumprise_a_attack" fps 30.00 {
  { event AE_NPC_LEFTFOOT 15 }
  { event AE_NPC_RIGHTFOOT 50 }
  { event AE_ZOMBIE_GET_UP 80 }
  { event AE_ZOMBIE_ATTACK_SCREAM 16 }
  { event AE_ZOMBIE_ATTACK_RIGHT 36 }
}

$sequence slumprise_a2 "slumprise_a2" fps 30.00 {
  { event AE_NPC_RIGHTFOOT 16 }
  { event AE_NPC_RIGHTFOOT 22 }
  { event AE_ZOMBIE_GET_UP 24 }
}

$sequence slump_b "slump_b" loop fps 30.00
$sequence slumprise_b "slumprise_b" fps 30.00 {
  { event AE_NPC_LEFTFOOT 13 }
  { event AE_NPC_RIGHTFOOT 27 }
  { event AE_ZOMBIE_GET_UP 57 }
}

$sequence Breakthrough "Breakthrough" fps 30.00
$sequence canal5await "canal5await" fps 30.00
$sequence canal5aattack "canal5aattack" fps 30.00
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
$sequence flinch1inDelta "flinch1inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch1inFrame "flinch1inFrame" fps 30.00
$sequence flinch1CoreDelta "flinch1CoreDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch1OutFrame "flinch1OutFrame" fps 30.00
$sequence flinch1outDelta "flinch1outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch1 "flinch1" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2inDelta "flinch2inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2inFrame "flinch2inFrame" fps 30.00
$sequence flinch2CoreDelta "flinch2CoreDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2OutFrame "flinch2OutFrame" fps 30.00
$sequence flinch2outDelta "flinch2outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch2 "flinch2" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3inDelta "flinch3inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3inFrame "flinch3inFrame" fps 30.00
$sequence flinch3CoreDelta "flinch3CoreDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3OutFrame "flinch3OutFrame" fps 30.00
$sequence flinch3outDelta "flinch3outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence flinch3 "flinch3" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract mdldecompiler_delta.smd 0
$sequence Tantrum "Tantrum" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00
$sequence WallPound "WallPound" loop ACT_ZOMBIE_WALLPOUND 1 fps 30.00 {
  { event AE_ZOMBIE_POUND 14 }
  { event AE_ZOMBIE_POUND 35 }
}

$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.640 0.769 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.607 0.795 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.545 -0.838 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.518 -0.855 -0.000


can someone help please

Yes, Hex the original zombie model and then use the hexed zombie as the animations.

Here’s an example from an old zombie model I made.


$modelname "zombie\german_assault.mdl"
$model "studio" "german_zombie_ref6.smd"
$bodygroup "headcrab1"
{
blank
studio "Headcrab_reference2"
}
$poseparameter move_yaw -180.00 180.00 360.00
$cdmaterials "models\zombie_german\"
$cdmaterials "models\zombie_classic\"
$cdmaterials "models\headcrab_classic\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Pelvis" -7.750  -3.000  -6.600  7.750  3.000  4.900
$hbox 6 "ValveBiped.Bip01_L_Thigh" 3.500  -3.900  -3.900  19.500  3.100  3.100
$hbox 6 "ValveBiped.Bip01_L_Calf" 1.520  -3.370  -3.250  16.510  3.630  3.250
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.000  -1.300  -2.000  5.000  2.700  2.000
$hbox 6 "ValveBiped.Bip01_L_Toe0" -3.200  -1.450  -2.000  3.800  1.050  2.000
$hbox 7 "ValveBiped.Bip01_R_Thigh" 3.500  -3.900  -3.100  19.500  3.100  3.900
$hbox 7 "ValveBiped.Bip01_R_Calf" 1.520  -3.370  -3.250  16.510  3.630  3.250
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.000  -1.300  -2.000  5.000  2.700  2.000
$hbox 7 "ValveBiped.Bip01_R_Toe0" -3.200  -1.450  -2.000  3.800  1.050  2.000
$hbox 2 "ValveBiped.Bip01_Spine" -0.450  -3.000  -7.000  4.050  7.000  7.000
$hbox 2 "ValveBiped.Bip01_Spine1" -0.900  -3.000  -7.000  4.100  8.000  7.000
$hbox 2 "ValveBiped.Bip01_Spine2" -0.500  -3.900  -7.500  7.500  7.100  7.500
$hbox 2 "ValveBiped.Bip01_Spine4" -0.200  -2.800  -7.500  3.800  5.200  7.500
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -3.000  -2.050  -2.450  13.000  2.450  2.050
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.400  -2.000  -2.800  11.200  2.200  1.800
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.650  -1.450  5.000  0.350  2.050
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -3.000  -2.050  -2.050  13.000  2.450  2.450
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.400  -1.900  -1.800  11.200  2.100  2.400
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000  -1.650  -2.050  5.000  0.350  1.450
$hbox 2 "ValveBiped.Bip01_Spine1" -8.500  -3.840  -7.120  15.500  9.840  7.730
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000  -3.500  -2.500  11.000  3.500  2.500
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500  -1.860  -1.900  10.500  3.110  2.360
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.780  -1.000  6.000  1.230  2.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000  -3.500  -2.500  11.000  3.500  2.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -1.890  -1.600  10.500  3.090  2.660
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000  -1.780  -2.500  6.000  1.230  0.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -4.000  -3.730  17.250  4.000  4.290
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -4.870  -3.540  17.250  3.180  2.630
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.500  -2.000  -2.500  7.500  2.000  2.500
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -4.000  -3.730  17.250  4.000  4.290
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -4.920  -3.120  17.250  3.250  2.650
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.500  -2.000  -2.500  7.500  2.000  2.500
$hbox 1 "ValveBiped.HC_Body_Bone" -6.590  -5.000  -5.760  8.500  5.000  6.240
// Model uses material "german_body.vmt"
// Model uses material "german_gear.vmt"
$attachment "headcrab" "ValveBiped.HC_Body_Bone" -4.49 -1.32 -0.02 rotate -0.00 20.25 29.25
$attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00 60.00 90.00
$attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00 90.00 90.00
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$surfaceprop "zombieflesh"
$eyeposition -0.000 0.000 64.000
$illumposition 6.562 -2.972 31.757
**$includemodel "zombie/z_anims.mdl"**
// **The z_anims.mdl is the old zombie model, just hexed.**
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.640 0.769 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.607 0.795 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.545 -0.838 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.518 -0.855 -0.000
$collisionjoints "phymodel.smd" {

	$mass 100.0
	$inertia 10.00
	$damping 0.10
	$rotdamping 3.00
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_spine2" x limit -44.00 44.00 0.20
	$jointconstrain "valvebiped.bip01_spine2" y limit -39.00 39.00 0.20
	$jointconstrain "valvebiped.bip01_spine2" z limit -32.00 50.00 0.20

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit -30.00 30.00 0.20
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit -46.00 46.00 0.20
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 48.00 0.20

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.20
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.20
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 28.00 0.20

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit -30.00 30.00 0.20
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -46.00 46.00 0.20
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -26.00 48.00 0.20

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.20
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.20
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.20

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.20

	$jointconstrain "valvebiped.bip01_l_hand" x limit -55.00 55.00 0.20
	$jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.20
	$jointconstrain "valvebiped.bip01_l_hand" z limit -55.00 55.00 0.20

	$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 -149.00 4.00 0.20

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20

	$jointconstrain "valvebiped.bip01_r_hand" x limit -55.00 55.00 0.20
	$jointconstrain "valvebiped.bip01_r_hand" y limit -55.00 55.00 0.20
	$jointconstrain "valvebiped.bip01_r_hand" z limit -55.00 55.00 0.20
}


It shows that the model is using the old hexed zombie model as the anim set.


**$includemodel "zombie/z_anims.mdl"**
// **The z_anims.mdl is the old zombie model, just hexed.**

Do the same for any other zombie model you make.

it worked, thank you.

EDIT:
i just tried it with the fast zombie and he is on his back and turned 90 degrees, is there a way to fix this?

Oh dear… I’m not sure what to say about that one…
I’ve never tried it on the fast zombie.

it’s ok, i’m fine with my new zombie replacement, thank you again.

I just had an idea, go to the VALVedevwiki and look up “$origin”

i tried that and it rotates the ragdoll sequence on the z axis but the rest of the animations are still the same.

What you’re essentially trying to fix is explained in depth here:

The animations for the Zombie are already locked of course. But what you need to do is add the “LX” and “LY” commands to your animations as shown in the example .qc on that page.

Should fix your problem. What it does is take any movement on the x and y axis in the actual animations, and translate that to motion by the NPC. Once you add those commands, the ground in model viewer should move as expected.

thank you i’ll try that when i get to my home computer

EDIT:
I tried adding the “LX YX” to the end of the animations but it still didn’t work, but it’s ok cause shotgunguy’s method works fine.