Compiling Error: "WARNING: Leaking 1 elements"

I am new to modeling,I just read tutorials for recompiling models,I am trying to make a gmod ragdoll to a player model,but when I compile it,it says “WARNING: Leaking 1 elements”,is there any mistake in the QC?Hope someone can help me QAQ
QC:


$staticprop
$origin 0 0 0 270
$cd "C:\Users\Mark\Documents"
$modelname "Azusa.mdl"
$model "Azusa" "ref.smd" {
     flexfile "mdldecompiler_expressions.vta" {
          flex "Smile" frame 1
          flex "Left_Blink" frame 2
          flex "Right_Blink" frame 3
          flex "Blank" frame 4
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
     flexcontroller phoneme Smile "range" 0.000 1.000
     flexcontroller phoneme Left_Blink "range" 0.000 1.000
     flexcontroller phoneme Right_Blink "range" 0.000 1.000
     flexcontroller phoneme Blank "range" 0.000 1.000
    %Smile =  Smile
    %Left_Blink =  Left_Blink
    %Right_Blink =  Right_Blink
    %Blank =  Blank
}

$poseparameter move_yaw -180.00 180.00
$cdmaterials "models\K-on\"
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Pelvis" -3.984  -5.499  -6.859  3.984  4.213  0.000
$hbox 0 "ValveBiped.Bip01_Spine" -10.854  -5.073  -8.928  8.090  7.958  8.928
$hbox 0 "ValveBiped.Bip01_Spine1" 0.000  -2.751  -5.396  6.641  6.082  5.396
$hbox 0 "ValveBiped.Bip01_Spine2" 0.000  -2.811  -6.014  11.800  6.907  6.928
$hbox 0 "ValveBiped.Bip01_Neck1" 0.000  -2.346  -1.501  2.970  1.169  1.501
$hbox 0 "ValveBiped.Bip01_Head1" -3.815  -5.577  -6.020  12.062  6.937  5.887
$hbox 0 "L_Twintail1" -1.248  -1.223  -1.434  10.384  1.970  1.274
$hbox 0 "L_Twintail2" 0.000  -1.545  -1.584  10.272  1.737  1.399
$hbox 0 "L_Twintail3" -1.982  -1.677  -1.713  14.002  1.999  1.878
$hbox 0 "R_Twintail1" -1.215  -1.085  -1.613  10.932  1.850  1.368
$hbox 0 "R_Twintail2" 0.000  -1.418  -1.843  10.685  1.535  1.796
$hbox 0 "R_Twintail3" -2.049  -1.595  -1.810  13.974  1.790  2.045
$hbox 0 "ValveBiped.Bip01_L_Clavicle" 0.000  -3.087  -3.317  4.984  1.677  2.110
$hbox 0 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.782  -3.409  12.061  3.165  1.661
$hbox 0 "ValveBiped.Bip01_L_Forearm" -2.655  -3.693  -3.251  15.845  1.507  1.222
$hbox 0 "ValveBiped.Bip01_L_Trapezius" -0.009  -1.078  -3.463  2.552  1.121  1.342
$hbox 0 "ValveBiped.Bip01_L_shoulderBlade" -2.120  -3.319  -1.715  1.004  2.936  0.000
$hbox 0 "ValveBiped.Bip01_R_Clavicle" 0.000  -2.329  -0.000  5.331  0.000  3.395
$hbox 0 "ValveBiped.Bip01_R_UpperArm" 0.000  -2.944  -1.525  12.110  3.166  3.320
$hbox 0 "ValveBiped.Bip01_R_Forearm" -1.268  -3.688  -1.664  15.806  1.507  2.930
$hbox 0 "ValveBiped.Bip01_R_Trapezius" -1.422  -2.091  -2.224  2.438  1.058  3.352
$hbox 0 "ValveBiped.Bip01_R_Pectoral" -1.264  -1.360  -2.135  3.230  0.680  2.445
$hbox 0 "ValveBiped.Bip01_L_Pectoral" -1.032  -1.283  -1.617  4.396  1.165  2.278
$hbox 0 "ValveBiped.Bip01_L_Thigh" -1.174  -4.064  -3.898  15.940  4.698  2.806
$hbox 0 "ValveBiped.Bip01_L_Calf" -0.534  -2.051  -2.530  18.930  3.399  2.174
$hbox 0 "ValveBiped.Bip01_L_Foot" -1.779  -2.708  -2.495  6.896  4.842  1.865
$hbox 0 "ValveBiped.Bip01_L_Toe0" -3.171  -0.610  -2.505  1.754  1.452  1.660
$hbox 0 "ValveBiped.Bip01_L_Knee" -1.640  -2.237  -2.746  1.604  2.809  1.727
$hbox 0 "L_Skirt" -0.866  -4.664  -3.122  10.659  12.941  2.062
$hbox 0 "ValveBiped.Bip01_R_Thigh" 0.000  -4.224  -2.806  15.940  4.546  4.581
$hbox 0 "ValveBiped.Bip01_R_Calf" -0.534  -2.051  -2.173  18.251  3.399  2.376
$hbox 0 "ValveBiped.Bip01_R_Foot" -1.788  -1.696  -1.903  6.877  4.841  2.430
$hbox 0 "ValveBiped.Bip01_R_Toe0" -1.408  -0.491  -1.292  1.757  1.542  2.514
$hbox 0 "ValveBiped.Bip01_R_Knee" -1.724  -2.237  -1.727  1.604  2.755  2.746
$hbox 0 "R_Skirt" -1.002  -1.938  -12.336  11.019  3.125  5.520
$hbox 0 "B_Skirt" -0.787  -10.506  -8.933  10.489  1.257  8.930
$attachment "eyes" "ValveBiped.Bip01_Head1" 2.72 -3.33 -0.01 rotate 0.00 -80.10 -90.00
$attachment "lefteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 -2.10 rotate 0.00 -80.00 -90.00
$attachment "righteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 2.11 rotate 0.00 -80.00 -90.00
$attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.20 -4.90 -0.00 rotate 0.00 -80.00 -90.00
$attachment "amulet" "ValveBiped.Bip01_Spine4" 0.30 5.00 0.00 rotate -0.00 90.00 90.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 0.00 rotate -0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 0.00 rotate -0.00 -0.00 -0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 0.00 rotate 0.00 0.00 0.00
$attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.50 1.00 2.00 rotate -90.00 -90.00 0.00
$attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.50 0.50 -2.00 rotate -90.00 -90.00 0.00
$attachment "physgun_attachment" "ValveBiped.physgun_attachment" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "emp" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 5.00 rotate -90.00 -90.00 0.00
$attachment "emp_LH" "ValveBiped.Anim_Attachment_LH" -0.00 0.00 5.00 rotate -90.00 -90.00 0.00
$attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28
$attachment "R_shoulderBladeAim" "ValveBiped.Bip01_Spine" 2.62 -2.00 -3.22 rotate -0.00 -0.00 0.00
$attachment "L_shoulderBladeAim" "ValveBiped.Bip01_Spine" 2.62 -2.00 3.15 rotate -0.00 -0.00 0.00
$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
$includemodel "f_anm.mdl"
$includemodel "f_pst.mdl"
$includemodel "f_gst.mdl"
$includemodel "f_shd.mdl"
$includemodel "humans/female_ss.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 -0.000 65.000
$illumposition -0.144 0.712 34.730
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000

what does the log say? (like the text it dumps out when compiled)


Loaded QC file - "C:\Users\Mark\Desktop\Hope\Azusa\mdldecompiler.qc"

Created command line: "C:\Program Files (x86)\Steam\SteamApps\common\SourceSDK\bin\orangebox\bin\studiomdl.exe" -game "C:\Program Files (x86)\Steam\steamapps\common	eam fortress 2	f" -nop4 -nox360 C:\Users\Mark\Desktop\Hope\Azusa\mdldecompiler.qc

qdir:    "c:\users\mark\desktop\hope\azusa\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common	eam fortress 2	f\"
g_path:  "C:\Users\Mark\Desktop\Hope\Azusa\mdldecompiler.qc"
Building binary model files...
Working on "mdldecompiler.qc"
ERROR: c:\users\mark\desktop\hope\azusa\mdldecompiler.qc(5): - could not load file 'C:\Users\Mark\Documents/ref.smd'
ERROR: Aborted Processing on 'Azusa.mdl'
WARNING: Leaking 1 elements

Do u mean this?

Well first of all, NEVER use mdldecompiler. That thing is an outdated barely-functional piece of garbage that is now deprecated thanks to Crowbar. Use that instead, it’ll instantly fix most of your problems.

The issue right now is that the $cd path doesn’t match the actual file path and name. If you want to fix it manually, delete the $cd line and make sure ref.smd is in the same folder as the QC.

Thx for advice,but I don’t know how to use Crowbar xD
After browsing the QC,what should I do?(I can’t find a “compile” button)
I am noob at this…

It’s really not that different from mdldecompiler, in fact it’s even more convenient since it’s a decompiler and a compiler in the same program.

Just switch to the compile tab here

http://puu.sh/a3r68/057235a9ef.png

set your game paths like you did with mdldecompiler, and hit compile. You don’t need to worry about other options right now.

I would like to point out that GUIStudioMDL and MDLDecompiler are two different programs. MDLDecompiler is broken as of 2014, no longer works on Steampipe’d builds of the Source Engine. GUIStudioMDL will forever work until the end of the time, or until Valve breaks StudioMDL, as GUIStudioMDL is just a program that gives StudioMDL as GUI, if you wanted to, you could use GUIStudioMDL with the HL2 Beta and it will work. GUIStudioMDL does NO compiling work, it just tells StudioMDL what to do, so you don’t have to make .BAT for compiling your .QCs.

As, of 7/9/14, I am still using GUIStudioMDL and Hooch’s edit to the MDLDecompiler.

http://s17.postimg.org/jtjf94f2l/screen.png

I can’t find the compile button…

[editline]10th July 2014[/editline]

That’s mean MDLDecompiler can’t be used anymore?
Do u mean the stand alone one or the one in the “StudioCompiler”?

Not true

I got a copy of mdldecompiler(Fixed). Works flawlessly, except for one issue. If you export one viewmodel.mdl, it’s fine. However if you export a second one during the time you have it running, it refuses to export and crashes. No biggie.

I still use GUIStudioMDL and MDL Decompler Fixed. All I needed to do was copy a few files over to the SDK once steampipe hit, and it’s like they were never broken. I also still use Workshopper.

[editline]9th July 2014[/editline]

Also, I’d like to point out you might need to snip out the flexes. Sometimes this fixes the problem.

The reason mdldecompiler still probably works for you, is because you have old sdk files on your PC. Since the stuff it depends on, is no longer present.

That said, crowbar does have issues decompiling physics models correctly for some reason.

studiocompiler is usually a broken mess that should NEVER be used. Crowbar, GUIStudioMDL, and Hooch’s edits to MDLDecompiler work the best.

[editline]9th July 2014[/editline]

you probably use the old sourcesdk location, or have the files MDLDecompiler needs, or it works in the steampiped version of sourcesdk, which i heard it didnt, and it doesnt work in the HL2 folder.

[editline]9th July 2014[/editline]

I have my MDLDecompiler located in a custom cracked version of Half-Life Source and Deathmatch Source (BOTH GAMES I OWN, I WANTED AN OLDER VERSION OF IT) which can run it just fine.

I actually just had to copy/paste a few folders around in the steampipe version of sourcesdk to get it to work. And by mdldecompile(fix) I mean Hooch’s edits.

Seeing from your error in the log
ERROR: c:\users\mark\desktop\hope\azusa\mdldecompiler.qc(5): - could not load file ‘C:\Users\Mark\Documents/ref.smd’
Suggests the problem lies in either the pathing or this
$model “Azusa” “ref.smd”
I usually use one folder and the qc and Reference.smd are usually together to make compiling easier. But it could also be that it’s not called “ref.smd” if that’s so then that should fix it.

I use crowbar, mdldecompiler and guistudiomdl. Crowbar keeps things better in-tact I’d say and gives you the flexs, so far it seems better for compiling in most ways. But when I compiled a model with it, it gave me a “Model Missing:nameofthecompiledmodel.mdl” and it didnt give me that error on GUI so I stuck with GUI so far, for compiling. But I do use crowbar for testing. It’s button to open the model in HLMV after compiling is very helpful.

thx for advice,I finally chose crowbar since most people say it works lol
btw I am stuck now,could someone tell me what to do next if I want to convert the ragdoll into a Player model?
QC(Decompiled by crowbar):


// Created by Crowbar 0.12.0.0

$modelname "Azusa.mdl"

$model "Azusa" "azusa_reference.smd" {

	mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0

	flexfile "azusa.vta" 
	{
		defaultflex frame 0
		flex "Smile" frame 1
		flex "Left_Blink" frame 2
		flex "Right_Blink" frame 3
		flex "Blank" frame 4
	}

	flexcontroller phoneme range 0 1 Smile
	flexcontroller phoneme range 0 1 Left_Blink
	flexcontroller phoneme range 0 1 Right_Blink
	flexcontroller phoneme range 0 1 Blank

	%Smile = Smile
	%Left_Blink = Left_Blink
	%Right_Blink = Right_Blink
	%Blank = Blank
}


$poseparameter "move_yaw" -180 180 0

$cdmaterials "models\K-on\"

$texturegroup "skinfamilies"
{
	{
		"a_tex_kao.vmt"
		"a_tex_eyes2base.vmt"
		"a_tex_eyes2.vmt"
		"a_tex_eyes2_r.vmt"
		"a_tex_kami1.vmt"
		"a_tex_kami2.vmt"
		"a_tex_body3.vmt"
		"a_tex_fuku.vmt"
		"a_tex_blazer.vmt"
	}
}

// Model uses material "a_tex_kao.vmt"
// Model uses material "a_tex_eyes2base.vmt"
// Model uses material "a_tex_eyes2.vmt"
// Model uses material "a_tex_eyes2_r.vmt"
// Model uses material "a_tex_kami1.vmt"
// Model uses material "a_tex_kami2.vmt"
// Model uses material "a_tex_body3.vmt"
// Model uses material "a_tex_fuku.vmt"
// Model uses material "a_tex_blazer.vmt"

$attachment "eyes" "ValveBiped.Bip01_Head1" 2.72 -3.33 -0.01 rotate 0 -80.1 -90
$attachment "lefteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 -2.1 rotate 0 -80 -90
$attachment "righteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 2.11 rotate 0 -80 -90
$attachment "nose" "ValveBiped.Bip01_Head1" 1.7 -5.3 0 rotate 0 -80 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.2 -4.9 0 rotate 0 -80 -90
$attachment "amulet" "ValveBiped.Bip01_Spine4" 0.3 5 0 rotate 0 90 90
$attachment "chest" "ValveBiped.Bip01_Spine4" -4 4 0 rotate 0 83 90
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0 0 0 rotate -90 -90 0
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.5 -0.5 0 rotate 0 0 0
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.5 -0.5 0 rotate 0 0 0
$attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.5 1 2 rotate -90 -90 0
$attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.5 0.5 -2 rotate -90 -90 0
$attachment "physgun_attachment" "ValveBiped.physgun_attachment" 0 0 0 rotate -90 -90 0
$attachment "emp" "ValveBiped.Anim_Attachment_RH" 0 0 5 rotate -90 -90 0
$attachment "emp_LH" "ValveBiped.Anim_Attachment_LH" 0 0 5 rotate -90 -90 0
$attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28
$attachment "R_shoulderBladeAim" "ValveBiped.Bip01_Spine" 2.62 -2 -3.22 rotate 0 0 0
$attachment "L_shoulderBladeAim" "ValveBiped.Bip01_Spine" 2.62 -2 3.15 rotate 0 0 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

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 65

$illumposition 0.712 0.144 34.73

$bbox -8.31 -21.748 -3.476 7.455 21.399 76.164

$cbox 0 0 0 0 0 0

// The hitbox info below was automatically generated when compiled because no hitbox info was provided.
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Pelvis" -3.984013 -5.49905 -6.858932 3.984014 4.212784 0.000007
$hbox 0 "ValveBiped.Bip01_Spine" -10.854279 -5.072834 -8.927873 8.090393 7.958277 8.92788
$hbox 0 "ValveBiped.Bip01_Spine1" 0 -2.750566 -5.396101 6.641375 6.081956 5.396094
$hbox 0 "ValveBiped.Bip01_Spine2" 0 -2.811338 -6.013682 11.800411 6.907103 6.928439
$hbox 0 "ValveBiped.Bip01_Neck1" 0 -2.345876 -1.501482 2.970272 1.168669 1.501496
$hbox 0 "ValveBiped.Bip01_Head1" -3.815425 -5.576906 -6.019805 12.062095 6.936511 5.88715
$hbox 0 "L_Twintail1" -1.248304 -1.223036 -1.433616 10.384169 1.969506 1.274173
$hbox 0 "L_Twintail2" 0 -1.545165 -1.583584 10.271931 1.737053 1.398938
$hbox 0 "L_Twintail3" -1.982268 -1.676804 -1.712877 14.001917 1.998738 1.878254
$hbox 0 "R_Twintail1" -1.21473 -1.084677 -1.613423 10.931544 1.849585 1.367839
$hbox 0 "R_Twintail2" 0 -1.417504 -1.843424 10.684764 1.53533 1.796287
$hbox 0 "R_Twintail3" -2.048881 -1.594883 -1.809865 13.973811 1.790059 2.045366
$hbox 0 "ValveBiped.Bip01_L_Clavicle" 0 -3.086933 -3.317497 4.983665 1.677248 2.109599
$hbox 0 "ValveBiped.Bip01_L_UpperArm" 0 -2.781738 -3.40923 12.06109 3.164824 1.661153
$hbox 0 "ValveBiped.Bip01_L_Forearm" -2.655132 -3.692548 -3.251012 15.84457 1.506757 1.222167
$hbox 0 "ValveBiped.Bip01_L_Trapezius" -0.008957 -1.077869 -3.463137 2.552447 1.120965 1.341901
$hbox 0 "ValveBiped.Bip01_L_shoulderBlade" -2.120208 -3.319325 -1.71522 1.004015 2.935784 0
$hbox 0 "ValveBiped.Bip01_R_Clavicle" 0 -2.328876 0 5.330774 0 3.395091
$hbox 0 "ValveBiped.Bip01_R_UpperArm" 0 -2.944271 -1.525278 12.109782 3.165955 3.320307
$hbox 0 "ValveBiped.Bip01_R_Forearm" -1.267723 -3.687862 -1.663525 15.805913 1.50672 2.92953
$hbox 0 "ValveBiped.Bip01_R_Trapezius" -1.422412 -2.091382 -2.223702 2.43782 1.057579 3.351972
$hbox 0 "ValveBiped.Bip01_R_Pectoral" -1.264172 -1.360356 -2.134902 3.230264 0.679938 2.444832
$hbox 0 "ValveBiped.Bip01_L_Pectoral" -1.031813 -1.282909 -1.616894 4.396168 1.164915 2.277713
$hbox 0 "ValveBiped.Bip01_L_Thigh" -1.174195 -4.063651 -3.897989 15.940012 4.698479 2.805912
$hbox 0 "ValveBiped.Bip01_L_Calf" -0.534153 -2.050992 -2.52956 18.929678 3.399441 2.173522
$hbox 0 "ValveBiped.Bip01_L_Foot" -1.779289 -2.707525 -2.494758 6.896127 4.842254 1.864595
$hbox 0 "ValveBiped.Bip01_L_Toe0" -3.170619 -0.609562 -2.50541 1.754112 1.45235 1.660031
$hbox 0 "ValveBiped.Bip01_L_Knee" -1.639904 -2.236565 -2.745701 1.604066 2.809036 1.727404
$hbox 0 "L_Skirt" -0.865752 -4.664321 -3.122247 10.658902 12.940805 2.062225
$hbox 0 "ValveBiped.Bip01_R_Thigh" 0 -4.22381 -2.80589 15.940006 4.546111 4.580915
$hbox 0 "ValveBiped.Bip01_R_Calf" -0.534132 -2.050984 -2.173463 18.250624 3.399449 2.376471
$hbox 0 "ValveBiped.Bip01_R_Foot" -1.788093 -1.695596 -1.903144 6.877428 4.841411 2.430187
$hbox 0 "ValveBiped.Bip01_R_Toe0" -1.40788 -0.490579 -1.292321 1.757428 1.541817 2.513524
$hbox 0 "ValveBiped.Bip01_R_Knee" -1.72428 -2.236557 -1.727362 1.604096 2.755251 2.745743
$hbox 0 "R_Skirt" -1.002377 -1.93831 -12.335545 11.019176 3.124909 5.520207
$hbox 0 "B_Skirt" -0.7875 -10.5057 -8.933058 10.489239 1.257017 8.930416




$sequence "ragdoll" "azusa_anims\ragdoll.smd" {
	fps 30
	"ACT_DIERAGDOLL" 1
}

$includemodel "f_anm.mdl"
$includemodel "f_pst.mdl"
$includemodel "f_gst.mdl"
$includemodel "f_shd.mdl"
$includemodel "humans/female_ss.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

$collisionjoints "azusa_collision.smd"
{
	$mass 60
	$inertia 5
	$damping 0.01
	$rotdamping 1.5
	$rootbone "valvebiped.bip01_pelvis"


	$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -50 48 0.04
	$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -19 70 0.04
	$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -79 73 0.04

	$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" z limit 0 133 0.04

	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -39 39 0.04
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -59 23 0.04
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -84 66 0.04

	$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" z limit 0 131 0.04

	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -23 23 0.04
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -28 28 0.04
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -46 46 0.04

	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0.04
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -26 26 0.04
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -39 68 0.04

	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -64 64 0.04
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -26 122 0.04
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -122 50 0.04

	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 1 0.04

	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -64 64 0.04
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -122 28 0.04
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -100 59 0.04

	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0.04
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -140 0 0.04

	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -68 68 0.04
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -37 41 0.04
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -44 70 0.04

	$jointconstrain "ValveBiped.Bip01_Head1" x limit -61 61 0.04
	$jointconstrain "ValveBiped.Bip01_Head1" y limit -44 44 0.04
	$jointconstrain "ValveBiped.Bip01_Head1" z limit -32 50 0.04

	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -75 93 0.04
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -37 32 0.04
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -48 66 0.04

	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -23 23 0.04
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -23 23 0.04
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -35 57 0.04
}

$jigglebone "L_Twintail1"
{
	is_flexible
	{
		length 100
		tip_mass 100
		pitch_stiffness 50
		pitch_damping 5
		yaw_stiffness 50
		yaw_damping 5
		allow_length_flex
		along_stiffness 100
		along_damping 0
		pitch_constraint -29 30.000001
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint -79.000004 79.999998
		yaw_friction 0
		yaw_bounce 0
		angle_constraint 1.570796
	}
}
$jigglebone "L_Twintail2"
{
	is_flexible
	{
		length 100
		tip_mass 100
		pitch_stiffness 50
		pitch_damping 5
		yaw_stiffness 50
		yaw_damping 5
		allow_length_flex
		along_stiffness 100
		along_damping 0
		pitch_constraint -29 30.000001
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint -79.000004 79.999998
		yaw_friction 0
		yaw_bounce 0
		angle_constraint 1.570796
	}
}
$jigglebone "L_Twintail3"
{
	is_flexible
	{
		length 100
		tip_mass 100
		pitch_stiffness 50
		pitch_damping 5
		yaw_stiffness 50
		yaw_damping 5
		allow_length_flex
		along_stiffness 100
		along_damping 0
		pitch_constraint -29 30.000001
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint -79.000004 79.999998
		yaw_friction 0
		yaw_bounce 0
		angle_constraint 1.570796
	}
}
$jigglebone "R_Twintail1"
{
	is_flexible
	{
		length 100
		tip_mass 100
		pitch_stiffness 50
		pitch_damping 5
		yaw_stiffness 50
		yaw_damping 5
		allow_length_flex
		along_stiffness 100
		along_damping 0
		pitch_constraint -29 30.000001
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint -79.000004 79.999998
		yaw_friction 0
		yaw_bounce 0
		angle_constraint 1.570796
	}
}
$jigglebone "R_Twintail2"
{
	is_flexible
	{
		length 100
		tip_mass 100
		pitch_stiffness 50
		pitch_damping 5
		yaw_stiffness 50
		yaw_damping 5
		allow_length_flex
		along_stiffness 100
		along_damping 0
		pitch_constraint -29 30.000001
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint -79.000004 79.999998
		yaw_friction 0
		yaw_bounce 0
		angle_constraint 1.570796
	}
}
$jigglebone "R_Twintail3"
{
	is_flexible
	{
		length 100
		tip_mass 100
		pitch_stiffness 50
		pitch_damping 5
		yaw_stiffness 50
		yaw_damping 5
		allow_length_flex
		along_stiffness 100
		along_damping 0
		pitch_constraint -29 30.000001
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint -79.000004 79.999998
		yaw_friction 0
		yaw_bounce 0
		angle_constraint 1.570796
	}
}


Apparently all you needed to do was just add a lua file in the autorun folder, it already has the animations.

Yeah, as Vipes said, it seems to have the animations in the lua already, like “f_anm.mdl”.

just copy this

Adjust the pathing of “models/azusa.mdl” as needed

Paste it into Notepad ++ and make it a lua file, then put open your folder that you’re going to put your mdls in and make a folder called “lua” then inside make one called “autorun” (no caps)
then drop the lua file you made (above), put the whole folder into gmod addons, then open gmod and check it out. :slight_smile:

thx~~~~~

[editline]11th July 2014[/editline]

btw,what is the function of recompiling it?