compile warning

ok i am so new to this so i might be asking alot of things at times because i can’t find anything on google for it. anyways after i compile my medic for tf2 i get this warning.

WARNING: ik rules for rfoot but no clear knee direction
WARNING: ik rules for lfoot but no clear knee direction
WARNING: ik rules for medicHose but no clear knee direction

not sure i know what that means well i do and i don’t but i’m not sure how to find or how to fix this can someone give me some help thanks. plus i’m thinking this is not good because in game i see the medic when he dies he is stretch out long lol really looks lame.

your IK list is incomplete perhaps?

i have no clue i’m new at this lol.

Can you post your QC please also attach a link to the reference smd

link for smd http://www.tf2goldclaimers.com/tf/medic%20smd%20file/

$cd “C:\Users\RavensBro\Desktop\medic40k”
$modelname “player/medic.mdl”
$model “medic” “medic_morphs_low.smd” {
flexfile “mdldecompiler_expressions.vta” {
flexpair “CloseLidLo” 1.0 frame 1
flexpair “CloseLidUp” 1.0 frame 2
flex “WQ” frame 3
flex “OO” frame 4
flex “MB” frame 5
flex “SH” frame 6
flex “Y” frame 7
flex “FV” frame 8
flex “AH” frame 9
flex “AE” frame 10
flex “UH” frame 11
flex “AW” frame 12
flex “EE” frame 13
flex “PP” frame 14
flex “OH” frame 15
flex “TH” frame 16
flex “T” frame 17
flex “ER” frame 18
flex “DS” frame 19
flex “GK” frame 20
flex “N” frame 21
flex “silence” frame 22
flex “happySmall” frame 23
flex “madUpper” frame 24
flex “specialAction01Upper” frame 25
flex “defaultFaceUpper” frame 26
flex “scaredUpper” frame 27
flex “painBigUpper” frame 28
flex “painSmallUpper” frame 29
flex “happyBigUpper” frame 30
flex “happySmallUpper” frame 31
flex “specialAction01” frame 32
flex “defaultFace” frame 33
flex “scared” frame 34
flex “mad” frame 35
flex “painBig” frame 36
flex “painSmall” frame 37
flex “happyBig” frame 38
flex “evilSmile” frame 39
flex “evilSmileUpper” frame 40
flex “openJaw” frame 41
flex “painScared” frame 42
flex “painScaredUpper” frame 43
flex “evilHappyUpper” frame 44
flex “yellingUpper” frame 45
}
eyeball righteye bip_head -1.040 78.959 3.836 eyeball_r 1.200 3.000 medic_red 0.500
eyeball lefteye bip_head 1.040 78.959 3.836 eyeball_l 1.200 -3.000 medic_red 0.500
// 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 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split 0.1 eyeball righteye
// eyelid lower_right “mdldecompiler_expressions.vta” lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 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 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split -0.1 eyeball lefteye
// eyelid lower_left “mdldecompiler_expressions.vta” lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split -0.1 eyeball lefteye
flexcontroller right_CloseLid right_CloseLid “range” -1.000 1.000
flexcontroller left_CloseLid left_CloseLid “range” -1.000 1.000
flexcontroller multi_CloseLid multi_CloseLid “range” -1.000 1.000
flexcontroller blink blink “range” 0.000 1.000
flexcontroller T T “range” 0.000 1.000
flexcontroller painBigUpper painBigUpper “range” 0.000 1.000
flexcontroller evilSmileUpper evilSmileUpper “range” 0.000 1.000
flexcontroller mad mad “range” 0.000 1.000
flexcontroller GK GK “range” 0.000 1.000
flexcontroller yellingUpper yellingUpper “range” 0.000 1.000
flexcontroller painScared painScared “range” 0.000 1.000
flexcontroller specialAction01Upper specialAction01Upper “range” 0.000 1.000
flexcontroller N N “range” 0.000 1.000
flexcontroller evilHappyUpper evilHappyUpper “range” 0.000 1.000
flexcontroller TH TH “range” 0.000 1.000
flexcontroller madUpper madUpper “range” 0.000 1.000
flexcontroller scaredUpper scaredUpper “range” 0.000 1.000
flexcontroller happyBig happyBig “range” 0.000 1.000
flexcontroller painSmall painSmall “range” 0.000 1.000
flexcontroller painBig painBig “range” 0.000 1.000
flexcontroller painSmallUpper painSmallUpper “range” 0.000 1.000
flexcontroller defaultFaceUpper defaultFaceUpper “range” 0.000 1.000
flexcontroller scared scared “range” 0.000 1.000
flexcontroller silence silence “range” 0.000 1.000
flexcontroller happySmall happySmall “range” 0.000 1.000
flexcontroller specialAction01 specialAction01 “range” 0.000 1.000
flexcontroller defaultFace defaultFace “range” 0.000 1.000
flexcontroller evilSmile evilSmile “range” 0.000 1.000
flexcontroller painScaredUpper painScaredUpper “range” 0.000 1.000
flexcontroller happyBigUpper happyBigUpper “range” 0.000 1.000
flexcontroller happySmallUpper happySmallUpper “range” 0.000 1.000
flexcontroller DS DS “range” 0.000 1.000
flexcontroller ER ER “range” 0.000 1.000
flexcontroller WQ WQ “range” 0.000 1.000
flexcontroller OO OO “range” 0.000 1.000
flexcontroller MB MB “range” 0.000 1.000
flexcontroller SH SH “range” 0.000 1.000
flexcontroller Y Y “range” 0.000 1.000
flexcontroller FV FV “range” 0.000 1.000
flexcontroller AH AH “range” 0.000 1.000
flexcontroller AE AE “range” 0.000 1.000
flexcontroller UH UH “range” 0.000 1.000
flexcontroller AW AW “range” 0.000 1.000
flexcontroller EE EE “range” 0.000 1.000
flexcontroller PP PP “range” 0.000 1.000
flexcontroller OH OH “range” 0.000 1.000
flexcontroller openJaw openJaw “range” 0.000 1.000
flexcontroller eyes eyes_updown “range” -45.000 45.000
flexcontroller eyes eyes_rightleft “range” -45.000 45.000
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%silence = silence
%happySmall = happySmall
%madUpper = madUpper
%specialAction01Upper = specialAction01Upper
%defaultFaceUpper = defaultFaceUpper
%scaredUpper = scaredUpper
%painBigUpper = painBigUpper
%painSmallUpper = painSmallUpper
%happyBigUpper = happyBigUpper
%happySmallUpper = happySmallUpper
%specialAction01 = specialAction01
%defaultFace = defaultFace
%scared = scared
%mad = mad
%painBig = painBig
%painSmall = painSmall
%happyBig = happyBig
%evilSmile = evilSmile
%evilSmileUpper = evilSmileUpper
%openJaw = openJaw
%painScared = painScared
%painScaredUpper = painScaredUpper
%evilHappyUpper = evilHappyUpper
%yellingUpper = yellingUpper
}
$poseparameter body_pitch -45.00 45.00 360.00
$poseparameter body_yaw -45.00 45.00 360.00
$cdmaterials “…\effects”
$cdmaterials “models\player\medic”
$cdmaterials “models\player\items\marine”
$texturegroup skinfamilies
{
{
“Marine_Medic.vmt”
“Marine_BackPack.vmt”
"Marine_Arm_n.vmt
“Marine_Cape.vmt”
“eyeball_l.vmt”
“medic_head_red.vmt”
“eyeball_r.vmt”
“medic_red.vmt”
“Marine_BackPack_Addon2.vmt”
“Marine_BackPack_Addon3.vmt”
“medic_backpack_red.vmt”
}
{
“Marine_Medic_blu.vmt”
“Marine_BackPack_blu.vmt”
“Marine_Arm_n_blu.vmt”
“Marine_Cape_blu.vmt”
“eyeball_l.vmt”
“medic_head_blue.vmt”
“eyeball_r.vmt”
“medic_blue.vmt”
“Marine_BackPack_Addon2.vmt”
“Marine_BackPack_Addon3.vmt”
“medic_backpack_blue.vmt”
}
{
“Marine_Medic_invun.vmt”
“Marine_BackPack_invun.vmt”
“medic_head_red_invun.vmt”
“medic_red_invun.vmt”
“medic_head_red_invun.vmt”
“medic_red_invun.vmt”
“medic_head_red_invun.vmt”
“medic_red_invun.vmt”
“medic_head_red_invun.vmt”
“…\effects\invulnfx_red.vmt”
}
{
“Marine_Medic_blu_invun.vmt”
“Marine_BackPack_blu_invun.vmt”
“medic_head_blue_invun.vmt”
“medic_blue_invun.vmt”
“medic_head_blue_invun.vmt”
“medic_blue_invun.vmt”
“medic_head_blue_invun.vmt”
“medic_blue_invun.vmt”
“medic_head_blue_invun.vmt”
“…\effects\invulnfx_blue.vmt”
}
}
$hboxset “medic”
$hbox 1 “bip_head” -5.000 -8.000 -7.500 5.000 5.000 3.500
$hbox 0 “bip_pelvis” -9.000 -1.000 -6.000 9.000 11.000 5.000
$hbox 3 “bip_spine_0” -8.000 -1.500 -8.000 8.000 3.500 4.000
$hbox 3 “bip_spine_1” -7.500 -2.000 -8.500 7.500 4.000 3.500
$hbox 2 “bip_spine_2” -8.500 -3.000 -8.750 8.500 3.000 3.750
$hbox 2 “bip_spine_3” -10.000 -2.000 -5.000 10.000 2.000 3.000
$hbox 4 “bip_upperArm_L” -0.500 -3.000 -2.250 12.500 3.500 2.750
$hbox 4 “bip_lowerArm_L” 0.000 -2.350 -3.000 12.000 3.150 3.000
$hbox 4 “bip_hand_L” -3.500 -9.500 -3.250 1.500 -0.500 3.250
$hbox 5 “bip_upperArm_R” -0.500 -3.500 -2.750 12.500 3.000 2.250
$hbox 5 “bip_lowerArm_R” 0.000 -3.000 -3.150 12.000 3.000 2.350
$hbox 5 “bip_hand_R” -1.500 0.500 -3.250 3.500 9.500 3.250
$hbox 6 “bip_hip_L” 4.000 -3.250 -2.500 18.000 5.250 5.500
$hbox 6 “bip_knee_L” 0.500 -2.750 -3.500 19.500 4.250 3.500
$hbox 6 “bip_foot_L” -2.000 -10.000 -4.000 2.000 2.000 2.000
$hbox 7 “bip_hip_R” 4.000 -2.500 -3.250 18.000 5.500 5.250
$hbox 7 “bip_knee_R” 0.500 -3.500 -2.750 19.500 3.500 4.250
$hbox 7 “bip_foot_R” -2.000 -2.000 -2.000 2.000 10.000 4.000
$attachment “eyes” “bip_head” 0.00 -2.42 -4.40 rotate 90.00 -90.00 0.00
$attachment “righteye” “bip_head” -0.98 -2.42 -4.40 rotate 90.00 -90.00 0.00
$attachment “lefteye” “bip_head” 0.98 -2.42 -4.40 rotate 90.00 -90.00 0.00
$attachment “partyhat” “bip_head” -0.10 -6.71 -1.26 rotate 88.00 90.00 -180.00
$attachment “head” “bip_head” -0.10 -7.81 -1.26 rotate 88.30 89.90 179.80
$attachment “flag” “bip_spine_2” 1.02 3.24 7.93 rotate 1.53 -4.33 -4.18
$includemodel “player/medic_animations.mdl”
$include “medic_ragdoll.qci”
$surfaceprop “flesh”
$bonemerge “weapon_bone”
$bonemerge “weapon_bone_1”
$bonemerge “joint_hose01”
$bonemerge “joint_hose02”
$bonemerge “joint_hose03”
$bonemerge “joint_hose04”
$bonemerge “joint_hose05”
$bonemerge “joint_lever”
$bonemerge “bip_head”
$include “ruleshierarchy.qci”
$eyeposition -78.915 0.000 0.000
$illumposition -13.521 6.828 40.495
$sequence ref “ref.smd” fps 30.00
$sequence ragdoll “ragdoll.smd” ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand bip_hand_R knee 0.000 0.000 0.000
$ikchain lhand bip_hand_L knee 0.000 0.000 0.000
$ikchain rfoot bip_foot_R knee 0.000 0.000 0.000
$ikchain lfoot bip_foot_L knee 0.000 0.000 0.000
$ikchain medicHose joint_hose05 knee 0.000 0.000 0.000
$collisionjoints “phymodel.smd” {

$mass 100.0
$inertia 10.00
$damping 0.00
$rotdamping 7.00
$rootbone "bip_pelvis"
$jointrotdamping "bip_pelvis" 0.00

$jointmassbias "prp_coat_front_1_r" 0.75
$jointconstrain "prp_coat_front_1_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_1_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_front_1_r" z limit -17.00 15.00 0.00

$jointmassbias "prp_coat_back_1_r" 0.75
$jointconstrain "prp_coat_back_1_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_back_1_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_1_r" z limit -17.00 10.00 0.00

$jointmassbias "prp_coat_back_2_r" 0.75
$jointconstrain "prp_coat_back_2_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_back_2_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_2_r" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_back_1_m" 0.75
$jointconstrain "prp_coat_back_1_m" x limit -3.00 22.00 0.00
$jointconstrain "prp_coat_back_1_m" y limit -35.00 35.00 0.00
$jointconstrain "prp_coat_back_1_m" z limit -18.00 18.00 0.00

$jointmassbias "prp_coat_back_2_m" 0.75
$jointconstrain "prp_coat_back_2_m" x limit -3.00 22.00 0.00
$jointconstrain "prp_coat_back_2_m" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_2_m" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_back_1_l" 0.75
$jointconstrain "prp_coat_back_1_l" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_back_1_l" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_1_l" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_back_2_l" 0.75
$jointconstrain "prp_coat_back_2_l" x limit -18.00 25.00 0.00
$jointconstrain "prp_coat_back_2_l" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_back_2_l" z limit -17.00 24.00 0.00

$jointmassbias "prp_coat_front_1_l" 0.75
$jointconstrain "prp_coat_front_1_l" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_1_l" y limit -35.00 30.00 0.00
$jointconstrain "prp_coat_front_1_l" z limit -10.00 24.00 0.00

$jointmassbias "prp_coat_front_2_l" 0.75
$jointconstrain "prp_coat_front_2_l" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_2_l" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_front_2_l" z limit -17.00 24.00 0.00

$jointmassbias "bip_hip_r" 0.80
$jointrotdamping "bip_hip_r" 4.00
$jointconstrain "bip_hip_r" x limit -20.00 30.00 0.00
$jointconstrain "bip_hip_r" y limit -15.00 15.00 0.00
$jointconstrain "bip_hip_r" z limit -12.00 80.00 0.00

$jointmassbias "bip_knee_r" 1.20
$jointrotdamping "bip_knee_r" 3.00
$jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_r" y limit -8.00 25.00 0.00
$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00

$jointmassbias "prp_coat_front_2_r" 0.75
$jointconstrain "prp_coat_front_2_r" x limit -10.00 22.00 0.00
$jointconstrain "prp_coat_front_2_r" y limit -19.00 25.00 0.00
$jointconstrain "prp_coat_front_2_r" z limit -25.00 15.00 0.00

$jointmassbias "bip_hip_l" 0.80
$jointrotdamping "bip_hip_l" 4.00
$jointconstrain "bip_hip_l" x limit -20.00 30.00 0.00
$jointconstrain "bip_hip_l" y limit -79.00 24.00 0.00
$jointconstrain "bip_hip_l" z limit -12.00 20.00 0.00

$jointmassbias "bip_knee_l" 1.20
$jointrotdamping "bip_knee_l" 3.00
$jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00
$jointconstrain "bip_knee_l" y limit 0.00 0.00 0.00
$jointconstrain "bip_knee_l" z limit -25.00 8.00 0.00

$jointmassbias "bip_foot_l" 0.75
$jointconstrain "bip_foot_l" x limit -15.00 30.00 0.00
$jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_l" z limit -17.00 24.00 0.00

$jointmassbias "bip_spine_1" 1.60
$jointrotdamping "bip_spine_1" 12.00
$jointconstrain "bip_spine_1" x limit -30.00 30.00 0.00
$jointconstrain "bip_spine_1" y limit -16.00 16.00 0.00
$jointconstrain "bip_spine_1" z limit -20.00 15.00 0.00

$jointmassbias "bip_upperarm_r" 0.80
$jointrotdamping "bip_upperarm_r" 16.00
$jointconstrain "bip_upperarm_r" x limit -50.00 40.00 0.00
$jointconstrain "bip_upperarm_r" y limit -32.00 55.00 0.00
$jointconstrain "bip_upperarm_r" z limit -80.00 25.00 0.00

$jointmassbias "bip_lowerarm_r" 1.80
$jointrotdamping "bip_lowerarm_r" 4.00
$jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00
$jointconstrain "bip_lowerarm_r" z limit -120.00 12.00 0.00

$jointmassbias "bip_upperarm_l" 0.80
$jointrotdamping "bip_upperarm_l" 16.00
$jointconstrain "bip_upperarm_l" x limit -40.00 50.00 0.00
$jointconstrain "bip_upperarm_l" y limit -15.00 48.00 0.00
$jointconstrain "bip_upperarm_l" z limit -35.00 70.00 0.00

$jointmassbias "bip_lowerarm_l" 1.80
$jointrotdamping "bip_lowerarm_l" 4.00
$jointconstrain "bip_lowerarm_l" x limit -25.00 25.00 0.00
$jointconstrain "bip_lowerarm_l" y limit -110.00 13.00 0.00
$jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00

$jointmassbias "bip_head" 1.50
$jointrotdamping "bip_head" 8.00
$jointconstrain "bip_head" x limit -44.00 20.00 0.00
$jointconstrain "bip_head" y limit -35.00 35.00 0.00
$jointconstrain "bip_head" z limit -26.00 30.00 0.00

$jointmassbias "bip_hand_r" 0.60
$jointrotdamping "bip_hand_r" 8.00
$jointconstrain "bip_hand_r" x limit -10.00 30.00 0.00
$jointconstrain "bip_hand_r" y limit -8.00 30.00 0.00
$jointconstrain "bip_hand_r" z limit -20.00 40.00 0.00

$jointmassbias "bip_foot_r" 0.75
$jointconstrain "bip_foot_r" x limit -10.00 22.00 0.00
$jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00
$jointconstrain "bip_foot_r" z limit -17.00 24.00 0.00

}
$collisiontext {
break { “model” “player\gibs\medicgib007” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib001” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib005” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib006” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\random_organ” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib002” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib003” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib004” “health” “0” “fadetime” “10”}
break { “model” “player\gibs\medicgib008” “health” “0” “fadetime” “10”}
}

ok wait is this a custom model? or are you decompiling the medic?

cause you know the medic’s qc is already here


C:\Program Files (x86)\Steam\steamapps\username\sourcesdk_content	f\modelsrc\player\medic\scripts

custom medic some guy made some warhammer 40k models and skins for tf2 i just want to redo them is all to fix what don’t work like it should. and repaint them the way i want them is all.

you can see them here. http://www.youtube.com/watch?v=wEgjqcI03xw