Custom Animations for Custom NPC's

Hey this is the first time I’ve ever had to post because normally anything I need to do I find via the search option.

Anyway this is probably a really simple problem but I’ve made a number of custom animations for my custom NPC including idle animations, unfortunately no matter what I do I can’t make the model switch to use them rather than using the citizen NPC animations, even though the models can be found in the model via the model viewer, face poser and Hammer it still just sticks with the default.

I know it’s possible for it to use its own animations as I’ve seen it in the T-rex and Raptor models I’ve even tried using certain commands from those NPCs QC files but still it either stands in a T-pose or the default citizen models.

Also I’ve tried to use the:

ent_fire !picker setanimation

Command but that didn’t work either.

Any help would be greatly appreciated

Are you sure the QC is ok ?

I’m fairly sure it is, it all works fine apart from using the correct animation

Ragdoll, lip sync, facial flexs, jiggle bones, collisions, everything else works fine
Here is the QC file:



$cd "C:\Documents and Settings\Desktop\Documents\Source Modding\BD"
$modelname "BD.mdl"

$cdmaterials "/models/Bluey/"
$model "studio" "BD.smd" {




flexfile "smile.vta"
flex "smile" frame 10
flexcontroller "phoneme" "smile" "range" 0 1
%smile = smile

flexfile "bite.vta"
flex "bite" frame 10
flexcontroller "phoneme" "bite" "range" 0 1
%bite = bite

flexfile "mouth_drop.vta"
flex "mouth_drop" frame 10
flexcontroller "phoneme" "mouth_drop" "range" 0 1
%mouth_drop = mouth_drop

flexfile "jaw_clencher.vta"
flex "jaw_clencher" frame 10
flexcontroller "phoneme" "jaw_clencher" "range" 0 1
%jaw_clencher = jaw_clencher


flexfile "stretcher.vta"
flex "stretcher" frame 10
flexcontroller "phoneme" "stretcher" "range" 0 1
%stretcher = stretcher

flexfile "jaw_drop.vta"
flex "jaw_drop" frame 10
flexcontroller "phoneme" "jaw_drop" "range" 0 1
%jaw_drop = jaw_drop

flexfile "tightener.vta"
flex "tightener" frame 10
flexcontroller "phoneme" "tightener" "range" 0 1
%tightener = tightener

flexfile "presser.vta"
flex "presser" frame 10
flexcontroller "phoneme" "presser" "range" 0 1
%presser = presser

flexfile "blink.vta"
flex "lid_closer" frame 10
flexcontroller "phoneme" "lid_closer" "range" 0 1
%lid_closer = lid_closer
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "blink.vta"
flex "blink" frame 10
flexcontroller "phoneme" "blink" "range" 0 1
%blink = blink
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_droop.vta"
flex "lid_droop" frame 10
flexcontroller "phoneme" "lid_droop" "range" 0 1
%lid_droop = lid_droop
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_droop.vta"
flex "half_closed" frame 10
flexcontroller "phoneme" "half_closed" "range" 0 1
%half_closed = half_closed
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_raiser.vta"
flex "lid_raiser" frame 10
flexcontroller "phoneme" "lid_raiser" "range" 0 1
%lid_raiser = lid_raiser
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "inner_raiser.VTA"
flex "inner_raiser" frame 10
flexcontroller "phoneme" "inner_raiser" "range" 0 1
%inner_raiser = inner_raiser
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "outer_raiser.VTA"
flex "outer_raiser" frame 10
flexcontroller "phoneme" "outer_raiser" "range" 0 1
%outer_raiser = outer_raiser
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_tightener.vta"
flex "lid_tightener" frame 10
flexcontroller "phoneme" "lid_tightener" "range" 0 1
%lid_tightener = lid_tightener

flexfile "lowerer.vta"
flex "lowerer" frame 10
flexcontroller "phoneme" "lowerer" "range" 0 1
%lowerer = lowerer

flexfile "cheek_raiser.vta"
flex "cheek_raiser" frame 10
flexcontroller "phoneme" "cheek_raiser" "range" 0 1
%cheek_raiser = cheek_raiser

flexfile "wrinkler.vta"
flex "wrinkler" frame 10
flexcontroller "phoneme" "wrinkler" "range" 0 1
%wrinkler = wrinkler

flexfile "dilator.vta"
flex "dilator" frame 10
flexcontroller "phoneme" "dilator" "range" 0 1
%dilator = dilator

flexfile "upper_raiser.vta"
flex "upper_raiser" frame 10
flexcontroller "phoneme" "upper_raiser" "range" 0 1
%upper_raiser = upper_raiser

flexfile "corner_puller.vta"
flex "corner_puller" frame 10
flexcontroller "phoneme" "corner_puller" "range" 0 1
%corner_puller = corner_puller

flexfile "corner_depresser.vta"
flex "corner_depresser" frame 10
flexcontroller "phoneme" "corner_depresser" "range" 0 1
%corner_depresser = corner_depresser

flexfile "chin_raiser.vta"
flex "chin_raiser" frame 10
flexcontroller "phoneme" "chin_raiser" "range" 0 1
%chin_raiser = chin_raiser

flexfile "lower_lip.vta"
flex "lower_lip" frame 10
flexcontroller "phoneme" "lower_lip" "range" 0 1
%lower_lip = lower_lip

flexfile "puckerer.vta"
flex "puckerer" frame 10
flexcontroller "phoneme" "puckerer" "range" 0 1
%puckerer = puckerer

flexfile "funneler.vta"
flex "funneler" frame 10
flexcontroller "phoneme" "funneler" "range" 0 1
%funneler = funneler

flexfile "part.vta"
flex "part" frame 10
flexcontroller "phoneme" "part" "range" 0 1
%part = part







}




#
$hboxset "default"
#
$hbox 2 "ValveBiped.Bip01_Spine" -1.000  -4.740  -7.220  7.000  8.270  6.780
#
$hbox 1 "ValveBiped.Bip01_Head1" -1.750  -8.000  -3.500  7.250  4.000  3.500
#
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.000  -2.750  -2.750  12.000  2.750  2.750
#
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.440  -2.150  10.000  2.060  2.350
#
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.250  -1.000  -2.000  5.750  1.000  2.000
#
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.000  -2.750  -2.750  12.000  2.750  2.750
#
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0.000  -2.250  -2.250  10.000  2.250  2.250
#
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.500  -0.960  -2.330  5.500  1.040  2.610
#
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.070  -3.000  -3.000  18.920  5.000  4.000
#
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.500  -3.500  -2.800  15.500  3.500  3.200
#
$hbox 6 "ValveBiped.Bip01_L_Foot" -0.500  -1.500  -2.000  5.500  4.500  2.500
#
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.250  -1.750  -2.190  3.250  0.750  2.460
#
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1.000  -5.500  -3.500  19.000  3.500  3.500
#
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.500  -4.010  -2.570  15.500  3.990  2.930
#
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.250  -4.000  -2.250  5.250  2.000  2.250
#
$hbox 7 "ValveBiped.Bip01_R_Toe0" -1.000  -0.750  -2.600  3.000  1.750  2.100
#
$hbox 0 "ValveBiped.Bip01_Pelvis" -7.000  -4.500  -8.000  7.000  4.500  5.000
#
$hbox 0 "ValveBiped.Bip01_Spine2" -1.000  -4.250  -7.250  13.000  8.250  7.250

$attachment "eyes" "ValveBiped.Bip01_Head1" 4.30 -3.57 -0.04 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.40 -4.90 -0.00 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 "cameraeye" "ValveBiped.Bip01_Head1" 4.39 -4.02 -1.23 rotate 90.00 -80.17 0.00
$attachment "mouth_left" "ValveBiped.Bip01_Head1" 1.36 -4.39 -0.71 rotate 90.00 -80.24 0.00
$attachment "cheekbone_left" "ValveBiped.Bip01_Head1" 3.23 -4.14 -1.08 rotate 90.00 -80.20 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
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00





$surfaceprop "flesh"

$keyvalues  { physgun_interactions { "onpickup" "boogie" "onlaunch" "spin_zaxis" "onfirstimpact" "bloodsplat"  } }

$eyeposition 0.000 0.000 73.000

$illumposition -2.255 0.000 36.711


$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



$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1
$sequence idle_all "idle_all" loop ACT_IDLE_ALL 1 fps 20.00
$sequence idle_fat "idle_fat" loop ACT_IDLE_FAT 1 fps 20.00
$sequence idle_fly "idle_fly" loop ACT_IDLE_FLY 1 fps 20.00
$sequence idle_fatfly "idle_fatfly" loop ACT_IDLE_FATFLy  1 fps 20.00
$includemodel "m_ss.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_anm.mdl"
$includemodel "m_shared.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"


$jigglebone "Belly" {
	has_base_spring {
		stiffness 100 
		damping 2 
		left_constraint -2 2
		up_constraint -2 2
		forward_constraint -2 2
	}
}

$collisionjoints "phys2.smd" {


	$mass 60.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"

	$jointconstrain "tailbase" x limit -37.00 37.00 0.00
	$jointconstrain "tailbase" y limit -55.00 55.00 0.00
	$jointconstrain "tailbase" z limit -28.00 12.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -26.00 26.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -23.00 8.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -91.00 41.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -3.00 3.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 1.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 88.00 0.00

	$jointconstrain "taillower" x limit -23.00 23.00 0.00
	$jointconstrain "taillower" y limit -23.00 23.00 0.00
	$jointconstrain "taillower" z limit -30.00 19.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -3.00 23.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -75.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -32.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 84.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -21.00 48.00 0.00

	$jointconstrain "valvebiped.bip01_spine" x limit -28.00 28.00 0.00
	$jointconstrain "valvebiped.bip01_spine" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_spine" z limit -15.00 15.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -39.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -30.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_spine4" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_spine4" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_spine4" z limit -15.00 21.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -28.00 16.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -19.00 19.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -54.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -66.00 46.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -70.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -59.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -82.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 1.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit 0.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -17.00 17.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -48.00 79.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -50.00 64.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -91.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -48.00 52.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -82.00 0.00 0.00

	$jointconstrain "rightwingbase" x limit -28.00 28.00 0.00
	$jointconstrain "rightwingbase" y limit -34.00 66.00 0.00
	$jointconstrain "rightwingbase" z limit -23.00 23.00 0.00

	$jointconstrain "leftwingbase" x limit -28.00 28.00 0.00
	$jointconstrain "leftwingbase" y limit -66.00 30.00 0.00
	$jointconstrain "leftwingbase" z limit -23.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -46.00 46.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -28.00 28.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -30.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -75.00 35.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -84.00 64.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -35.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -84.00 61.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -17.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -21.00 48.00 0.00

}


Try moving your custom animation code to after the “$includemodel” lines and see if they work then.

I tried moving the commands lower but it still just stuck to the default citizen animations

try decompiling the m_anim.mdl file and replace the respective anims with yours, change the qc so the model called something else, recompile. Then you will have to reference your new anims model as an includemodel instead of m_anim.mdl.

That should work, but I don’t know if its what your after or not.

im sure that would of work but unfortunatly it again just ignored it and appeared as a T-pose, but that could of been that it didnt decompile m_anm.mdl properly as everytime i tried it the decompiler crashed and i had to heavily tweak it in order to get it to recompile

either way it still didnt work but atleast i can use the animations that did compile as a reference to make the other anims

I just had closer look at your QC, why have you put loop infront of all the anim names? I would think this either will alter the name so it is incorrect or have no effect (as if you want them to loop it should go after the name).

And if they are completely custom anims (not alterations of the originals) decompiling the original anim files isn’t necissary (sorry for my confusion), though in the future make sure to use StudioCompiler to decompile the anims, as that is the only one that i’ve found does it correctly.

Also the anims in custom NPCs is completely different to what your trying as all those anims are referenced to work in the lua code for them, not with they way you are trying.

Ok i removed the loop from the the custom anims, but it still didnt work

and yeah i looked over the lua files for those NPC models as well but couldnt pinpoint the place where it declares the custom anims and runs them, id prefer to have the anims in the actual model but if it works id be happy

I do have StudioCompiler but i havnt gotten around to fixing the “toolsapp 211” problem yet

any particular way you think i could get it working? … any way would be fine

Go in your garrysmod/garrysmod folder fine the text file called “gameinfo.txt” open it in notepad and put a “-” infront of the “211” so its “-211” then save and close. StudioCompiler will then work.

Ok, il try making a completely custom m_anm.mdl and see what happens

[Edit so not to double post]

Ok im getting somewhere … the model now uses the correct animations but unfortunatly im getting a different error

the compiler now says

ERROR: cannot find bone ValveBiped.Bip01_L_Toe0 for bbox
ERROR: Aborted Processing on ‘BD_anims.mdl’

Now i can get it to compile completely by removing these lines but this screws up my animations by making the feet point 90 degrees to the left

http://img269.imageshack.us/img269/3915/bd3.th.png

is it possible to sort this problem without removing this line?

[Sorry for double post]

Ok i fixed the foot problem but again the model just ignores the new m_anm.mdl and either stands in a t-pose or remains with the default animations, i have no idea why it just seems to be reading from the garrysmod.gcf and not the files in the garrys mod folders

you need to call it something different from m_anm then. Also how did you fix the toe0 thing as i’m getting that aswell.

Well generally i didnt really fix it, its still removed but i took out some bits later in the QC file about the Body_yaw and Spine_yaw which effected it alittle but barely noticable compared to the feet thing.

Anyway yeah i changed the name to something different to m_anm.mdl, i think it was BD_anims.mdl but it still just ignored it or used the t-pose

Could you put your new qc up?

Ok, here is the qc that works without the foot problem, not much else is changed



$cd "C:\Documents and Settings\Sam\Desktop\Documents\Source Modding\BD\m_anms"
$modelname "BD_anm.mdl"
$poseparameter move_yaw -180.00 180.00
$poseparameter aim_yaw -49.44 52.52
$poseparameter aim_pitch -80.86 49.98
$poseparameter body_yaw -29.73 29.73
$poseparameter spine_yaw -30.71 30.71
$poseparameter head_yaw -44.82 44.82
$poseparameter head_pitch -20.00 23.00
$poseparameter head_roll -10.93 10.85
$cdmaterials "modelsrc\player/"
$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
$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
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.66 -4.21 -0.00 rotate 0.00 -80.10 -90.00
$surfaceprop "flesh"
$illumposition 0.561 -0.007 35.329
$sequence reference "reference" fps 30.00
$animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000
$animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000
$animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000
$animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000
$animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000
$animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000
$animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000
$animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000
$sequence crouch_walk_all "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH 1 fps 30.00 node walking {
  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_RunS "a_RunS" loop fps 30.000000
$animation a_RunSE "a_RunSE" loop fps 30.000000
$animation a_RunE "a_RunE" loop fps 30.000000
$animation a_RunNE "a_RunNE" loop fps 30.000000
$animation a_RunN "a_RunN" loop fps 30.000000
$animation a_RunNW "a_RunNW" loop fps 30.000000
$animation a_RunW "a_RunW" loop fps 30.000000
$animation a_RunSW "a_RunSW" loop fps 30.000000
$sequence run_all "a_RunS" loop ACT_HL2MP_RUN 1 fps 30.00 node running {
  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
}
$sequence idle_all "idle_all" loop ACT_HL2MP_IDLE 1 fps 30.00 node standing
$sequence cidle_idle_all "cidle_idle_all" loop ACT_HL2MP_IDLE_CROUCH 1 fps 30.00 node crouching
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
$animation a_police_WalkN_pistol_aim_matrix_up_right "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_mid_right "a_police_WalkN_pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_down_right "a_police_WalkN_pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_up_center "a_police_WalkN_pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_mid_center "a_police_WalkN_pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_down_center "a_police_WalkN_pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_up_left "a_police_WalkN_pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_mid_left "a_police_WalkN_pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_down_left "a_police_WalkN_pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence police_WalkN_pistol_aim_matrix "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_police_WalkN_pistol_aim_matrix_mid_right a_police_WalkN_pistol_aim_matrix_down_right a_police_WalkN_pistol_aim_matrix_up_center a_police_WalkN_pistol_aim_matrix_mid_center a_police_WalkN_pistol_aim_matrix_down_center a_police_WalkN_pistol_aim_matrix_up_left a_police_WalkN_pistol_aim_matrix_mid_left a_police_WalkN_pistol_aim_matrix_down_left
}
$animation a_weapons_Pistol_aim_matrix_up_right "a_weapons_Pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_right "a_weapons_Pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_right "a_weapons_Pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_up_center "a_weapons_Pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_center "a_weapons_Pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_center "a_weapons_Pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_up_left "a_weapons_Pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_left "a_weapons_Pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_left "a_weapons_Pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Pistol_aim_matrix "a_weapons_Pistol_aim_matrix_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Pistol_aim_matrix_mid_right a_weapons_Pistol_aim_matrix_down_right a_weapons_Pistol_aim_matrix_up_center a_weapons_Pistol_aim_matrix_mid_center a_weapons_Pistol_aim_matrix_down_center a_weapons_Pistol_aim_matrix_up_left a_weapons_Pistol_aim_matrix_mid_left a_weapons_Pistol_aim_matrix_down_left
}
$animation a_HL2DM_crouch_aim_pistol_up_right "a_HL2DM_crouch_aim_pistol_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_right "a_HL2DM_crouch_aim_pistol_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_right "a_HL2DM_crouch_aim_pistol_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_up_center "a_HL2DM_crouch_aim_pistol_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_center "a_HL2DM_crouch_aim_pistol_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_center "a_HL2DM_crouch_aim_pistol_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_up_left "a_HL2DM_crouch_aim_pistol_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_left "a_HL2DM_crouch_aim_pistol_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_left "a_HL2DM_crouch_aim_pistol_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_pistol "a_HL2DM_crouch_aim_pistol_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_crouch_aim_pistol_mid_right a_HL2DM_crouch_aim_pistol_down_right a_HL2DM_crouch_aim_pistol_up_center a_HL2DM_crouch_aim_pistol_mid_center a_HL2DM_crouch_aim_pistol_down_center a_HL2DM_crouch_aim_pistol_up_left a_HL2DM_crouch_aim_pistol_mid_left a_HL2DM_crouch_aim_pistol_down_left
}
$animation a_soldier_Aim_9_directions_up_right "a_soldier_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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_down_right "a_soldier_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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

$animation a_soldier_Aim_9_directions_up_left "a_soldier_Aim_9_directions_up_left" 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

$animation a_soldier_Aim_9_directions_down_left "a_soldier_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Aim_9_directions "a_soldier_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_soldier_Aim_9_directions_mid_right a_soldier_Aim_9_directions_down_right a_soldier_Aim_9_directions_up_center a_soldier_Aim_9_directions_mid_center a_soldier_Aim_9_directions_down_center a_soldier_Aim_9_directions_up_left a_soldier_Aim_9_directions_mid_left a_soldier_Aim_9_directions_down_left
}
$animation a_soldier_Aim_9_directions_SG_up_right "a_soldier_Aim_9_directions_SG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_right "a_soldier_Aim_9_directions_SG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_right "a_soldier_Aim_9_directions_SG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_up_center "a_soldier_Aim_9_directions_SG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_center "a_soldier_Aim_9_directions_SG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_center "a_soldier_Aim_9_directions_SG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_up_left "a_soldier_Aim_9_directions_SG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_left "a_soldier_Aim_9_directions_SG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_left "a_soldier_Aim_9_directions_SG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Aim_9_directions_SG "a_soldier_Aim_9_directions_SG_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_soldier_Aim_9_directions_SG_mid_right a_soldier_Aim_9_directions_SG_down_right a_soldier_Aim_9_directions_SG_up_center a_soldier_Aim_9_directions_SG_mid_center a_soldier_Aim_9_directions_SG_down_center a_soldier_Aim_9_directions_SG_up_left a_soldier_Aim_9_directions_SG_mid_left a_soldier_Aim_9_directions_SG_down_left
}
$animation a_soldier_Crouch_aim_9_directions_straight_up "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_right "a_soldier_Crouch_aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_right "a_soldier_Crouch_aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_center "a_soldier_Crouch_aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_center "a_soldier_Crouch_aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_left "a_soldier_Crouch_aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_left "a_soldier_Crouch_aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Crouch_aim_9_directions "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_soldier_Crouch_aim_9_directions_up_right a_soldier_Crouch_aim_9_directions_mid_right a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_center a_soldier_Crouch_aim_9_directions_mid_center a_soldier_Crouch_aim_9_directions_straight_up a_soldier_Crouch_aim_9_directions_up_left a_soldier_Crouch_aim_9_directions_mid_left
}
$animation a_weapons_Aim_9_directions_up_right "a_weapons_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_right "a_weapons_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_right "a_weapons_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_up_center "a_weapons_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_center "a_weapons_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_center "a_weapons_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_up_left "a_weapons_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_left "a_weapons_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_left "a_weapons_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_9_directions "a_weapons_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Aim_9_directions_mid_right a_weapons_Aim_9_directions_down_right a_weapons_Aim_9_directions_up_center a_weapons_Aim_9_directions_mid_center a_weapons_Aim_9_directions_down_center a_weapons_Aim_9_directions_up_left a_weapons_Aim_9_directions_mid_left a_weapons_Aim_9_directions_down_left
}
$animation a_weapons_Aim_9_directions_Alert_up_right "a_weapons_Aim_9_directions_Alert_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_right "a_weapons_Aim_9_directions_Alert_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_right "a_weapons_Aim_9_directions_Alert_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_up_center "a_weapons_Aim_9_directions_Alert_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_center "a_weapons_Aim_9_directions_Alert_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_center "a_weapons_Aim_9_directions_Alert_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_up_left "a_weapons_Aim_9_directions_Alert_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_left "a_weapons_Aim_9_directions_Alert_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_left "a_weapons_Aim_9_directions_Alert_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_9_directions_Alert "a_weapons_Aim_9_directions_Alert_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Aim_9_directions_Alert_mid_right a_weapons_Aim_9_directions_Alert_down_right a_weapons_Aim_9_directions_Alert_up_center a_weapons_Aim_9_directions_Alert_mid_center a_weapons_Aim_9_directions_Alert_down_center a_weapons_Aim_9_directions_Alert_up_left a_weapons_Aim_9_directions_Alert_mid_left a_weapons_Aim_9_directions_Alert_down_left
}
$animation a_weapons_RunN_SMG1_Aim_9_directions_up_right "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_right "a_weapons_RunN_SMG1_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_right "a_weapons_RunN_SMG1_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_up_center "a_weapons_RunN_SMG1_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_center "a_weapons_RunN_SMG1_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_center "a_weapons_RunN_SMG1_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_up_left "a_weapons_RunN_SMG1_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_left "a_weapons_RunN_SMG1_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_left "a_weapons_RunN_SMG1_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_RunN_SMG1_Aim_9_directions "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_RunN_SMG1_Aim_9_directions_mid_right a_weapons_RunN_SMG1_Aim_9_directions_down_right a_weapons_RunN_SMG1_Aim_9_directions_up_center a_weapons_RunN_SMG1_Aim_9_directions_mid_center a_weapons_RunN_SMG1_Aim_9_directions_down_center a_weapons_RunN_SMG1_Aim_9_directions_up_left a_weapons_RunN_SMG1_Aim_9_directions_mid_left a_weapons_RunN_SMG1_Aim_9_directions_down_left
}
$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_WalkN_SMG1_Alert_Aim_9_directions "a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_right a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_right a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_center a_weapons_WalkN_SMG1_Alert_Aim_9_directions_up_left a_weapons_WalkN_SMG1_Alert_Aim_9_directions_mid_left a_weapons_WalkN_SMG1_Alert_Aim_9_directions_down_left
}
$animation a_weapons_Aim_RPG_9_directions_up_right "a_weapons_Aim_RPG_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_mid_right "a_weapons_Aim_RPG_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_down_right "a_weapons_Aim_RPG_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_up_center "a_weapons_Aim_RPG_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_mid_center "a_weapons_Aim_RPG_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_down_center "a_weapons_Aim_RPG_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_up_left "a_weapons_Aim_RPG_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_mid_left "a_weapons_Aim_RPG_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_RPG_9_directions_down_left "a_weapons_Aim_RPG_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_RPG_9_directions "a_weapons_Aim_RPG_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_weapons_Aim_RPG_9_directions_mid_right a_weapons_Aim_RPG_9_directions_down_right a_weapons_Aim_RPG_9_directions_up_center a_weapons_Aim_RPG_9_directions_mid_center a_weapons_Aim_RPG_9_directions_down_center a_weapons_Aim_RPG_9_directions_up_left a_weapons_Aim_RPG_9_directions_mid_left a_weapons_Aim_RPG_9_directions_down_left
}
$animation a_HL2DM_crouch_aim_RPG_up_right "a_HL2DM_crouch_aim_RPG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_mid_right "a_HL2DM_crouch_aim_RPG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_down_right "a_HL2DM_crouch_aim_RPG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_up_center "a_HL2DM_crouch_aim_RPG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_mid_center "a_HL2DM_crouch_aim_RPG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_down_center "a_HL2DM_crouch_aim_RPG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_up_left "a_HL2DM_crouch_aim_RPG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_mid_left "a_HL2DM_crouch_aim_RPG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_RPG_down_left "a_HL2DM_crouch_aim_RPG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_RPG "a_HL2DM_crouch_aim_RPG_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_crouch_aim_RPG_mid_right a_HL2DM_crouch_aim_RPG_down_right a_HL2DM_crouch_aim_RPG_up_center a_HL2DM_crouch_aim_RPG_mid_center a_HL2DM_crouch_aim_RPG_down_center a_HL2DM_crouch_aim_RPG_up_left a_HL2DM_crouch_aim_RPG_mid_left a_HL2DM_crouch_aim_RPG_down_left
}
$animation a_HL2DM_Aim_Gravgun_up_right "a_HL2DM_Aim_Gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_mid_right "a_HL2DM_Aim_Gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_down_right "a_HL2DM_Aim_Gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_up_center "a_HL2DM_Aim_Gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_mid_center "a_HL2DM_Aim_Gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_down_center "a_HL2DM_Aim_Gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_up_left "a_HL2DM_Aim_Gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_mid_left "a_HL2DM_Aim_Gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Aim_Gravgun_down_left "a_HL2DM_Aim_Gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_Aim_Gravgun "a_HL2DM_Aim_Gravgun_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_Aim_Gravgun_mid_right a_HL2DM_Aim_Gravgun_down_right a_HL2DM_Aim_Gravgun_up_center a_HL2DM_Aim_Gravgun_mid_center a_HL2DM_Aim_Gravgun_down_center a_HL2DM_Aim_Gravgun_up_left a_HL2DM_Aim_Gravgun_mid_left a_HL2DM_Aim_Gravgun_down_left
}
$animation a_HL2DM_Run_Aim_Gravgun_up_right "a_HL2DM_Run_Aim_Gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_mid_right "a_HL2DM_Run_Aim_Gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_down_right "a_HL2DM_Run_Aim_Gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_up_center "a_HL2DM_Run_Aim_Gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_mid_center "a_HL2DM_Run_Aim_Gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_down_center "a_HL2DM_Run_Aim_Gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_up_left "a_HL2DM_Run_Aim_Gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_mid_left "a_HL2DM_Run_Aim_Gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_Run_Aim_Gravgun_down_left "a_HL2DM_Run_Aim_Gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_Run_Aim_Gravgun "a_HL2DM_Run_Aim_Gravgun_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_Run_Aim_Gravgun_mid_right a_HL2DM_Run_Aim_Gravgun_down_right a_HL2DM_Run_Aim_Gravgun_up_center a_HL2DM_Run_Aim_Gravgun_mid_center a_HL2DM_Run_Aim_Gravgun_down_center a_HL2DM_Run_Aim_Gravgun_up_left a_HL2DM_Run_Aim_Gravgun_mid_left a_HL2DM_Run_Aim_Gravgun_down_left
}
$animation a_HL2DM_crouch_aim_gravgun_up_right "a_HL2DM_crouch_aim_gravgun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_mid_right "a_HL2DM_crouch_aim_gravgun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_down_right "a_HL2DM_crouch_aim_gravgun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_up_center "a_HL2DM_crouch_aim_gravgun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_mid_center "a_HL2DM_crouch_aim_gravgun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_down_center "a_HL2DM_crouch_aim_gravgun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_up_left "a_HL2DM_crouch_aim_gravgun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_mid_left "a_HL2DM_crouch_aim_gravgun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_gravgun_down_left "a_HL2DM_crouch_aim_gravgun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_gravgun "a_HL2DM_crouch_aim_gravgun_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -49.443207 52.517384
  delta
 a_HL2DM_crouch_aim_gravgun_mid_right a_HL2DM_crouch_aim_gravgun_down_right a_HL2DM_crouch_aim_gravgun_up_center a_HL2DM_crouch_aim_gravgun_mid_center a_HL2DM_crouch_aim_gravgun_down_center a_HL2DM_crouch_aim_gravgun_up_left a_HL2DM_crouch_aim_gravgun_mid_left a_HL2DM_crouch_aim_gravgun_down_left
}
$sequence idle_pistol "idle_pistol" loop ACT_HL2MP_IDLE_PISTOL 1 fps 30.00
$sequence idle_shotgun "idle_shotgun" loop ACT_HL2MP_IDLE_SHOTGUN 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 "idle_gravgun" 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_rpg "idle_rpg" loop ACT_HL2MP_IDLE_RPG 1 fps 30.00
$sequence idle_crossbow "idle_crossbow" loop ACT_HL2MP_IDLE_CROSSBOW 1 fps 30.00
$sequence idle_melee "idle_melee" loop ACT_HL2MP_IDLE_MELEE 1 fps 30.00
$sequence idle_slam "idle_slam" loop ACT_HL2MP_IDLE_SLAM 1 fps 30.00
$sequence run_pistol_mod "run_pistol_mod" fps 30.00
$sequence run_pistol "a_RunS" loop ACT_HL2MP_RUN_PISTOL 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
}
$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
}
$sequence run_smg1_mod "run_smg1_mod" loop fps 30.00
$sequence run_smg1 "a_RunS" loop ACT_HL2MP_RUN_SMG1 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
}
$sequence run_ar2_mod "run_ar2_mod" fps 30.00
$sequence run_ar2 "a_RunS" loop ACT_HL2MP_RUN_AR2 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
}
$sequence run_gravgun_mod "run_gravgun_mod" fps 30.00
$sequence run_gravgun "a_RunS" loop ACT_HL2MP_RUN_PHYSGUN 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
}
$sequence run_grenade_mod "run_grenade_mod" fps 30.00
$sequence run_grenade "a_RunS" loop ACT_HL2MP_RUN_GRENADE 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
}
$sequence run_rpg_mod "run_rpg_mod" fps 30.00
$sequence run_rpg "a_RunS" loop ACT_HL2MP_RUN_RPG 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
}
$sequence run_crossbow_mod "run_crossbow_mod" fps 30.00
$sequence run_crossbow "a_RunS" loop ACT_HL2MP_RUN_CROSSBOW 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
}
$sequence run_melee_mod "run_melee_mod" fps 30.00
$sequence run_melee "a_RunS" loop ACT_HL2MP_RUN_MELEE 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
}
$sequence run_slam_mod "run_slam_mod" fps 30.00
$sequence run_slam "a_RunS" loop ACT_HL2MP_RUN_SLAM 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
}
$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
$sequence cwalk_pistol "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_PISTOL 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_shotgun_mod "cwalk_shotgun_mod" fps 30.00
$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
$sequence cwalk_smg1 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SMG1 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_ar2_mod "cwalk_ar2_mod" fps 30.00
$sequence cwalk_ar2 "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_AR2 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_gravgun_mod "cwalk_gravgun_mod" fps 30.00
$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
$sequence cwalk_grenade "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_GRENADE 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_rpg_mod "cwalk_rpg_mod" fps 30.00
$sequence cwalk_rpg "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_RPG 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_crossbow_mod "cwalk_crossbow_mod" fps 30.00
$sequence cwalk_crossbow "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_CROSSBOW 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_melee_mod "cwalk_melee_mod" fps 30.00
$sequence cwalk_melee "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_MELEE 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_slam_mod "cwalk_slam_mod" fps 30.00
$sequence cwalk_slam "a_Crouch_walkS" loop ACT_HL2MP_WALK_CROUCH_SLAM 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_pistol "a_range_pistol" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_pistol "a_range_pistol" ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 fps 30.00
$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
$animation a_range_smg1 "a_range_smg1" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_smg1 "a_range_smg1" ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 fps 30.00
$animation a_range_ar2 "a_range_ar2" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_ar2 "a_range_ar2" ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 fps 30.00
$animation a_range_gravgun "a_range_gravgun" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_gravgun "a_range_gravgun" ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 fps 30.00
$animation a_range_grenade "a_range_grenade" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_grenade "a_range_grenade" ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 fps 30.00
$animation a_range_rpg "a_range_rpg" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_rpg "a_range_rpg" ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 fps 30.00
$animation a_range_crossbow "a_range_crossbow" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_crossbow "a_range_crossbow" ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 fps 30.00
$animation a_range_melee "a_range_melee" loop fps 45.000000 subtract mdldecompiler_delta.smd 0

$sequence range_melee "a_range_melee" ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 fps 45.00
$animation a_range_slam "a_range_slam" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence range_slam "a_range_slam" ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 fps 30.00
$sequence jump_pistol "jump_pistol" ACT_HL2MP_JUMP_PISTOL 1 fps 30.00
$sequence jump_shotgun "jump_shotgun" ACT_HL2MP_JUMP_SHOTGUN 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


// This is the section i edited to remove the foot problem
$animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0
$animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0
$animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0
$animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0
$animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0
$animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0

$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


Well this bit wont help:


//$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250
//$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

As that means the anims will not be being applied to the legs at all (this “//” means that part of the code is ignored by the engine), which is probberly why its just t-posing (though I can’t be sure). But I actually meant the QC for your model.

(Also if you could put your qc up there in a [noparse]




[/noparse] line it would make it take up much less space)

Yeah sorry, that is actually just down to missing ValveBiped.Bip01_L_Toe0 and ValveBiped.Bip01_R_Toe0 again, that was an older backup i mistook for the latest but appart from the the rest of the code is the same.

This is the model script again:




$cd "C:\Documents and Settings\Sam\Desktop\Documents\Source Modding\BD"
$modelname "BD.mdl"
$poseparameter move_yaw -180.00 180.00 360.00
$poseparameter body_pitch -90.00 90.00 360.00
$poseparameter body_yaw -90.00 90.00 360.00
$cdmaterials "/models/Bluey/"
$model "studio" "BD.smd" {




flexfile "smile.vta"
flex "smile" frame 10
flexcontroller "phoneme" "smile" "range" 0 1
%smile = smile

flexfile "bite.vta"
flex "bite" frame 10
flexcontroller "phoneme" "bite" "range" 0 1
%bite = bite

flexfile "mouth_drop.vta"
flex "mouth_drop" frame 10
flexcontroller "phoneme" "mouth_drop" "range" 0 1
%mouth_drop = mouth_drop

flexfile "jaw_clencher.vta"
flex "jaw_clencher" frame 10
flexcontroller "phoneme" "jaw_clencher" "range" 0 1
%jaw_clencher = jaw_clencher


flexfile "stretcher.vta"
flex "stretcher" frame 10
flexcontroller "phoneme" "stretcher" "range" 0 1
%stretcher = stretcher

flexfile "jaw_drop.vta"
flex "jaw_drop" frame 10
flexcontroller "phoneme" "jaw_drop" "range" 0 1
%jaw_drop = jaw_drop

flexfile "tightener.vta"
flex "tightener" frame 10
flexcontroller "phoneme" "tightener" "range" 0 1
%tightener = tightener

flexfile "presser.vta"
flex "presser" frame 10
flexcontroller "phoneme" "presser" "range" 0 1
%presser = presser

flexfile "blink.vta"
flex "lid_closer" frame 10
flexcontroller "phoneme" "lid_closer" "range" 0 1
%lid_closer = lid_closer
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "blink.vta"
flex "blink" frame 10
flexcontroller "phoneme" "blink" "range" 0 1
%blink = blink
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_droop.vta"
flex "lid_droop" frame 10
flexcontroller "phoneme" "lid_droop" "range" 0 1
%lid_droop = lid_droop
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_droop.vta"
flex "half_closed" frame 10
flexcontroller "phoneme" "half_closed" "range" 0 1
%half_closed = half_closed
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_raiser.vta"
flex "lid_raiser" frame 10
flexcontroller "phoneme" "lid_raiser" "range" 0 1
%lid_raiser = lid_raiser
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "inner_raiser.VTA"
flex "inner_raiser" frame 10
flexcontroller "phoneme" "inner_raiser" "range" 0 1
%inner_raiser = inner_raiser
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "outer_raiser.VTA"
flex "outer_raiser" frame 10
flexcontroller "phoneme" "outer_raiser" "range" 0 1
%outer_raiser = outer_raiser
	mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000

flexfile "lid_tightener.vta"
flex "lid_tightener" frame 10
flexcontroller "phoneme" "lid_tightener" "range" 0 1
%lid_tightener = lid_tightener

flexfile "lowerer.vta"
flex "lowerer" frame 10
flexcontroller "phoneme" "lowerer" "range" 0 1
%lowerer = lowerer

flexfile "cheek_raiser.vta"
flex "cheek_raiser" frame 10
flexcontroller "phoneme" "cheek_raiser" "range" 0 1
%cheek_raiser = cheek_raiser

flexfile "wrinkler.vta"
flex "wrinkler" frame 10
flexcontroller "phoneme" "wrinkler" "range" 0 1
%wrinkler = wrinkler

flexfile "dilator.vta"
flex "dilator" frame 10
flexcontroller "phoneme" "dilator" "range" 0 1
%dilator = dilator

flexfile "upper_raiser.vta"
flex "upper_raiser" frame 10
flexcontroller "phoneme" "upper_raiser" "range" 0 1
%upper_raiser = upper_raiser

flexfile "corner_puller.vta"
flex "corner_puller" frame 10
flexcontroller "phoneme" "corner_puller" "range" 0 1
%corner_puller = corner_puller

flexfile "corner_depresser.vta"
flex "corner_depresser" frame 10
flexcontroller "phoneme" "corner_depresser" "range" 0 1
%corner_depresser = corner_depresser

flexfile "chin_raiser.vta"
flex "chin_raiser" frame 10
flexcontroller "phoneme" "chin_raiser" "range" 0 1
%chin_raiser = chin_raiser

flexfile "lower_lip.vta"
flex "lower_lip" frame 10
flexcontroller "phoneme" "lower_lip" "range" 0 1
%lower_lip = lower_lip

flexfile "puckerer.vta"
flex "puckerer" frame 10
flexcontroller "phoneme" "puckerer" "range" 0 1
%puckerer = puckerer

flexfile "funneler.vta"
flex "funneler" frame 10
flexcontroller "phoneme" "funneler" "range" 0 1
%funneler = funneler

flexfile "part.vta"
flex "part" frame 10
flexcontroller "phoneme" "part" "range" 0 1
%part = part


}




#
$hboxset "default"
#
$hbox 2 "ValveBiped.Bip01_Spine" -1.000  -4.740  -7.220  7.000  8.270  6.780
#
$hbox 1 "ValveBiped.Bip01_Head1" -1.750  -8.000  -3.500  7.250  4.000  3.500
#
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -2.000  -2.750  -2.750  12.000  2.750  2.750
#
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.440  -2.150  10.000  2.060  2.350
#
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.250  -1.000  -2.000  5.750  1.000  2.000
#
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.000  -2.750  -2.750  12.000  2.750  2.750
#
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0.000  -2.250  -2.250  10.000  2.250  2.250
#
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.500  -0.960  -2.330  5.500  1.040  2.610
#
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.070  -3.000  -3.000  18.920  5.000  4.000
#
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.500  -3.500  -2.800  15.500  3.500  3.200
#
$hbox 6 "ValveBiped.Bip01_L_Foot" -0.500  -1.500  -2.000  5.500  4.500  2.500
#
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.250  -1.750  -2.190  3.250  0.750  2.460
#
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1.000  -5.500  -3.500  19.000  3.500  3.500
#
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.500  -4.010  -2.570  15.500  3.990  2.930
#
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.250  -4.000  -2.250  5.250  2.000  2.250
#
$hbox 7 "ValveBiped.Bip01_R_Toe0" -1.000  -0.750  -2.600  3.000  1.750  2.100
#
$hbox 0 "ValveBiped.Bip01_Pelvis" -7.000  -4.500  -8.000  7.000  4.500  5.000
#
$hbox 0 "ValveBiped.Bip01_Spine2" -1.000  -4.250  -7.250  13.000  8.250  7.250

$attachment "eyes" "ValveBiped.Bip01_Head1" 4.30 -3.57 -0.04 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.40 -4.90 -0.00 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 "cameraeye" "ValveBiped.Bip01_Head1" 4.39 -4.02 -1.23 rotate 90.00 -80.17 0.00
$attachment "mouth_left" "ValveBiped.Bip01_Head1" 1.36 -4.39 -0.71 rotate 90.00 -80.24 0.00
$attachment "cheekbone_left" "ValveBiped.Bip01_Head1" 3.23 -4.14 -1.08 rotate 90.00 -80.20 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
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00





$surfaceprop "flesh"

$keyvalues  { physgun_interactions { "onpickup" "boogie" "onlaunch" "spin_zaxis" "onfirstimpact" "bloodsplat"  } }

$eyeposition 0.000 0.000 73.000

$illumposition -2.255 0.000 36.711


$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



$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1

$includemodel "BD_anm.mdl"

$sequence idle_fat "idle_fat" ACT_IDLE_FAT 1 fps 20.00
$sequence idle_fly "idle_fly" ACT_IDLE_FLY 1 fps 20.00
$sequence idle_fatfly "idle_fatfly" ACT_IDLE_FATFLY  1 fps 20.00

$jigglebone "Belly" {
	has_base_spring {
		stiffness 100 
		damping 2 
		left_constraint -2 2
		up_constraint -2 2
		forward_constraint -2 2
	}
}

$collisionjoints "phys2.smd" {


	$mass 60.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"

	$jointconstrain "tailbase" x limit -37.00 37.00 0.00
	$jointconstrain "tailbase" y limit -55.00 55.00 0.00
	$jointconstrain "tailbase" z limit -28.00 12.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -26.00 26.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -23.00 8.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -91.00 41.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -3.00 3.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 1.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 88.00 0.00

	$jointconstrain "taillower" x limit -23.00 23.00 0.00
	$jointconstrain "taillower" y limit -23.00 23.00 0.00
	$jointconstrain "taillower" z limit -30.00 19.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -3.00 23.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -75.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -32.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 84.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -21.00 48.00 0.00

	$jointconstrain "valvebiped.bip01_spine" x limit -28.00 28.00 0.00
	$jointconstrain "valvebiped.bip01_spine" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_spine" z limit -15.00 15.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -39.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -30.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_spine4" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_spine4" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_spine4" z limit -15.00 21.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -28.00 16.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -19.00 19.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -54.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -66.00 46.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -70.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -59.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -82.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 1.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit 0.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -17.00 17.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -48.00 79.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -50.00 64.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -91.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -48.00 52.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -82.00 0.00 0.00

	$jointconstrain "rightwingbase" x limit -28.00 28.00 0.00
	$jointconstrain "rightwingbase" y limit -34.00 66.00 0.00
	$jointconstrain "rightwingbase" z limit -23.00 23.00 0.00

	$jointconstrain "leftwingbase" x limit -28.00 28.00 0.00
	$jointconstrain "leftwingbase" y limit -66.00 30.00 0.00
	$jointconstrain "leftwingbase" z limit -23.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -46.00 46.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -28.00 28.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -30.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -75.00 35.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -84.00 64.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -35.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -84.00 61.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -17.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -21.00 48.00 0.00

}



Well I have no idea whats wrong with that then :frowning: What are all the “#” for?

to be completely honest im not entirely sure, this was origially the citizen_03.qc file which ive edited to work with my model, anything that doesnt entirely look changed is most likely the same