Can't get aim_yaw/pitch to work

Recently I started working on a model again. It’s supposed to have custom gravgun animations (since the gravgun in the mod it’s made for is invisible) so I re-did everything (well everything in the qc). Recently it’s been giving me this error
ERROR: calcblend failed in soldier_Aim_3_directions_yaw
here’s the qc if you need it


$cd "C:\Users\Owner\Desktop\ZM_models\Zombine\Player\Hl2"
$modelname "player\hl2\game\combine_zombie_beta.mdl"
$poseparameter aim_pitch -80.86 49.98
$model "Zombie" "male_02_reference.smd"
$cdmaterials "models\zomcom\game\fixed\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  3.310
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510  1.750  2.250
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000  1.810  1.620
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  2.500
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390  2.000  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500  1.800  2.450
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  1.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500  5.000
$hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500  7.000
// Model uses material "combinesoldiersheet.vmt"
// Model uses material "headcrabsheet.vmt"
// Model uses material "Zombie_Classic_sheet.vmt"
$Weightlist Upperbody "ValveBiped.Bip01_Spine" 1.0 "ValveBiped.Bip01_Pelvis" 0.0
$Weightlist Lowerbody "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 1.0 "ValveBiped.Bip01_R_Thigh" 1.0
$Weightlist HipsUpperbodyReplace "ValveBiped.Bip01_Spine" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0 "ValveBiped.Bip01_Pelvis" 0.0
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.50 -3.98 -0.10 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 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
$surfaceprop "flesh"
$eyeposition -0.000 -0.000 70.00
$illumposition -0.000 -0.637 35.954
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
$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_mid_center2 "a_soldier_Aim_9_directions_mid_center2" 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

$sequence soldier_Aim_3_directions_yaw "a_soldier_Aim_9_directions_mid_right" fps 30.00 weightlist HipsUpperBodyReplace {
  blendwidth 2
  blend aim_yaw -49.443207 52.517384
  delta
  a_soldier_Aim_9_directions_mid_right a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_mid_left
}
$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

$sequence soldier_Aim_3_directions_pitch "a_soldier_Aim_9_directions_up_center" fps 30.00 weightlist HipsUpperBodyReplace {
  blendwidth 2
  blend aim_pitch -49.443207 52.517384
  delta
 a_soldier_Aim_9_directions_up_center  a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_down_center
}
$sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00
$sequence idle_smg1 "idle_smg1" loop ACT_HL2MP_IDLE_SMG1 1 fps 30.00
$sequence idle_ar2 "idle_ar2" loop ACT_HL2MP_IDLE_AR2 1 fps 30.00
$sequence idle_gravgun "Idle01" loop ACT_HL2MP_IDLE_PHYSGUN 1 fps 30.00
$sequence idle_grenade "idle_grenade" loop ACT_HL2MP_IDLE_GRENADE 1 fps 30.00
$sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00
$sequence run_pistol_mod "run_pistol_mod" fps 30.00 Weightlist Upperbody
$animation a_RunS "a_RunS" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunSE "a_RunSE" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunE "a_RunE" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunNE "a_RunNE" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunN "a_RunN" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunNW "a_RunNW" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunW "a_RunW" loop fps 30.000000 Weightlist Lowerbody
$animation a_RunSW "a_RunSW" loop fps 30.000000 Weightlist Lowerbody
$sequence run_pistol "a_RunS" loop ACT_HL2MP_RUN_PISTOL 1 fps 30.00 addlayer run_pistol_mod {
  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
     { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$sequence run_smg1_mod "run_smg1_mod" loop fps 30.00 Weightlist Upperbody
$sequence run_smg1 "a_RunS" loop ACT_HL2MP_RUN_SMG1 1 fps 30.00 addlayer run_smg1_mod {
  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
      { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$sequence run_ar2_mod "run_ar2_mod" fps 30.00 Weightlist Upperbody
$sequence run_ar2 "a_RunS" loop ACT_HL2MP_RUN_AR2 1 fps 30.00 addlayer run_ar2_mod {
  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
      { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$sequence run_gravgun "a_RunS" loop ACT_HL2MP_RUN_PHYSGUN 1 fps 30.00 {
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_run_ne a_run_n a_run_nw a_WalkW a_WalkSW a_WalkS
      { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$sequence run_grenade_mod "run_grenade_mod" fps 30.00 Weightlist Upperbody
$sequence run_grenade "a_RunS" loop ACT_HL2MP_RUN_GRENADE 1 fps 30.00 addlayer run_grenade_mod {
  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
      { event 7002 7 "lfoot" }
    { event 7002 18 "rfoot" }
  }
$sequence run_melee_mod "run_melee_mod" fps 30.00 Weightlist Upperbody
$sequence run_melee "a_RunS" loop ACT_HL2MP_RUN_MELEE 1 fps 30.00 addlayer run_melee_mod {
  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
      { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$sequence cidle_pistol "cidle_pistol" loop ACT_HL2MP_IDLE_CROUCH_PISTOL 1 fps 30.00
$sequence cidle_shotgun "cidle_shotgun" loop ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 fps 30.00
$sequence cidle_smg1 "cidle_smg1" loop ACT_HL2MP_IDLE_CROUCH_SMG1 1 fps 30.00
$sequence cidle_ar2 "cidle_ar2" loop ACT_HL2MP_IDLE_CROUCH_AR2 1 fps 30.00
$sequence cidle_gravgun "cidle_gravgun" loop ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 fps 30.00
$sequence cidle_grenade "cidle_grenade" loop ACT_HL2MP_IDLE_CROUCH_GRENADE 1 fps 30.00
$sequence cidle_rpg "cidle_rpg" loop ACT_HL2MP_IDLE_CROUCH_RPG 1 fps 30.00
$sequence cidle_crossbow "cidle_crossbow" loop ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 fps 30.00
$sequence cidle_melee "cidle_melee" loop ACT_HL2MP_IDLE_CROUCH_MELEE 1 fps 30.00
$sequence cidle_slam "cidle_slam" loop ACT_HL2MP_IDLE_CROUCH_SLAM 1 fps 30.00
$sequence cwalk_pistol_mod "cwalk_pistol_mod" fps 30.00 Weightlist Upperbody
$animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000 Weightlist Lowerbody
$animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000 Weightlist Lowerbody
$sequence cwalk_pistol "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PISTOL 1 fps 30.00 addlayer cwalk_pistol_mod {
  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 Upperbody
$sequence cwalk_shotgun "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 fps 30.00 {
  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 Upperbody
$sequence cwalk_smg1 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SMG1 1 fps 30.00 addlayer cwalk_smg1_mod {
  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 Upperbody
$sequence cwalk_ar2 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_AR2 1 fps 30.00 addlayer cwalk_ar2_mod {
  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 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 fps 30.00 {
  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 Upperbody
$sequence cwalk_grenade "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_GRENADE 1 fps 30.00 addlayer cwalk_grenade_mod {
  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 Upperbody
$sequence cwalk_melee "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_MELEE 1 fps 30.00 addlayer cwalk_melee_mod {
  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 jump_pistol "jump_pistol" ACT_HL2MP_JUMP_PISTOL 1 fps 30.00
$sequence jump_smg1 "jump_smg1" ACT_HL2MP_JUMP_SMG1 1 fps 30.00
$sequence jump_ar2 "jump_ar2" ACT_HL2MP_JUMP_AR2 1 fps 30.00
$sequence jump_gravgun "jump_gravgun" ACT_HL2MP_JUMP_PHYSGUN 1 fps 30.00
$sequence jump_grenade "jump_grenade" ACT_HL2MP_JUMP_GRENADE 1 fps 30.00
$sequence jump_rpg "jump_rpg" ACT_HL2MP_JUMP_RPG 1 fps 30.00
$sequence jump_crossbow "jump_crossbow" ACT_HL2MP_JUMP_CROSSBOW 1 fps 30.00
$sequence jump_melee "jump_melee" ACT_HL2MP_JUMP_MELEE 1 fps 30.00
$sequence jump_slam "jump_slam" ACT_HL2MP_JUMP_SLAM 1 fps 30.00
$sequence reload_pistol "reload_pistol" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 fps 30.00
$sequence reload_shotgun "reload_shotgun" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 fps 30.00
$sequence reload_smg1 "reload_smg1" ACT_HL2MP_GESTURE_RELOAD_SMG1 1 fps 30.00
$sequence reload_ar2 "reload_ar2" ACT_HL2MP_GESTURE_RELOAD_AR2 1 fps 30.00

$sequence idle_sledge "idle_sledge" loop ACT_ZM_IDLE_SLEDGE 1 fps 30.00
$sequence run_sledge_mod "run_sledge_mod" fps 30.00 Weightlist Upperbody
$sequence run_sledge "a_RunS" loop ACT_ZM_RUN_SLEDGE 1 fps 30.00 addlayer run_sledge_mod {
  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
       { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$sequence cidle_sledge "cidle_sledge" loop ACT_ZM_IDLE_CROUCH_SLEDGE 1 fps 30.00
$sequence cwalk_sledge_mod "cwalk_sledge_mod" fps 30.00
$sequence cwalk_sledge "a_Crouch_walkS" loop ACT_ZM_WALK_CROUCH_SLEDGE 1 fps 30.00 {
  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
}
$animation a_range_sledge "a_range_sledge" loop fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_sledge "a_range_sledge" ACT_ZM_GESTURE_RANGE_ATTACK_SLEDGE 1 fps 30.00
$sequence jump_sledge "jump_sledge" ACT_ZM_JUMP_SLEDGE 1 fps 30.00
$sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 1 fps 30.00
$sequence run_shotgun_mod "run_shotgun_mod" fps 30.00
$sequence run_shotgun "a_RunS" loop ACT_HL2MP_RUN_SHOTGUN 1 fps 30.00 {
  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
       { event 7002 6 "lfoot" }
    { event 7002 13 "rfoot" }
}
$animation a_range_shotgun "a_range_shotgun" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_shotgun "a_range_shotgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 fps 30.00
$sequence jump_shotgun "jump_shotgun" ACT_HL2MP_JUMP_SHOTGUN 1 fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 {
	{ event AE_CL_PLAYSOUND 1 "game/zombine_die2" }
  }
$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

	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.000 0.300
}


Why has that got the entirity of m_anim.mdl included in it?

You should just put this:


$includemodel "m_anim.mdl"

It has all that since for some reason if I use that it causes the custom animation to go spastic

Which bit of all that is the custom anim?

The Gravgun

hello www.gmodfiles.com


(User was permabanned for this post ("Gimmick" - verynicelady))