Custom Tails view model not working correctly

I recently made first person hands for my Tails player model and for some reason it looks wired. Anyway i can fix the arms thats my main concern. Thanks for giving me your time.


// Created by Crowbar 0.34.0.0

$ModelName "_TailS_ Models\Characters\Player\Tails\Tails Arms.mdl"

$BodyGroup "Tails"
{
	studio "tails arms_reference.smd"
}


$SurfaceProp "flesh"

$Contents "solid"






$EyePosition 0 0 70

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials "models\_TailS_ Models\Player\Tails\"

$CBox 0 0 0 0 0 0

$BBox 15.092 -1131.005 -628.378 701.459 -1080.177 3.101


$Sequence "ragdoll" {
	"tails arms_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$IncludeModel "weapons/c_arms_animations.mdl"


View model in Blender

In game the arms looks wired. The rigging on the hands are right. But something is off tho.

Arms in third person mode

player model in third person is working normal expect first person arms

Another error

help???

Maybe bone distance is too stretched for the custom hands?

That could be true but how do i fix that

You made the hands right? When you compare them with the regular C_Hands from GMod, the distance between each bone should be the same on your hands, too. Otherwise, they will be stretched, and that is probably the issue here. You would need to rerig the hands. Make the arms longer so the bones will have enough space between each other.

Sounds like a plan.Thanks i will give that a try.

[editline]28th July 2016[/editline]

I remade my qc


// Created by Crowbar 0.34.0.0

$ModelName "_TailS_ Models\Characters\Player\Tails\Tails Arms.mdl"

$BodyGroup "Tails"
{
	studio "tails arms_reference.smd"
}


$SurfaceProp "flesh"

$Contents "solid"

$CDMaterials "models\_TailS_ Models\Player\Tails\"

$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Spine4" 0.000 0.000 -1.938 2.033 1.001 1.938
$hbox 0 "ValveBiped.Bip01_L_UpperArm" -1.385 -3.578 -3.093 11.693 2.942 2.846
$hbox 0 "ValveBiped.Bip01_L_Forearm" -4.237 -3.145 -3.129 12.581 2.540 2.721
$hbox 0 "ValveBiped.Bip01_L_Hand" -1.046 -2.006 -2.103 4.523 1.042 2.133
$hbox 0 "ValveBiped.Bip01_L_Finger4" -0.489 -1.090 -1.163 1.580 0.636 0.348
$hbox 0 "ValveBiped.Bip01_L_Finger2" 0.000 -1.004 -0.789 2.074 0.417 0.844
$hbox 0 "ValveBiped.Bip01_L_Finger1" -0.624 -1.371 -0.490 1.832 0.443 0.540
$hbox 0 "ValveBiped.Bip01_L_Finger0" -0.252 -0.474 -1.517 2.235 2.001 0.980
$hbox 0 "ValveBiped.Bip01_L_Finger01" -0.149 -0.433 -1.056 1.706 1.698 0.471
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.429 -0.240 -0.647 1.680 0.818 0.474
$hbox 0 "ValveBiped.Bip01_R_UpperArm" -1.320 -3.572 -2.929 11.693 2.948 3.010
$hbox 0 "ValveBiped.Bip01_R_Forearm" -4.173 -3.135 -2.804 12.645 2.550 3.047
$hbox 0 "ValveBiped.Bip01_R_Hand" -0.974 -2.037 -2.079 4.817 1.124 2.113
$hbox 0 "ValveBiped.Bip01_R_Finger4" -0.499 -1.006 -0.341 1.840 0.619 1.126
$hbox 0 "ValveBiped.Bip01_R_Finger2" 0.000 -0.928 -0.823 2.093 0.519 0.802
$hbox 0 "ValveBiped.Bip01_R_Finger1" -0.600 -1.278 -0.498 1.856 0.536 0.537
$hbox 0 "ValveBiped.Bip01_R_Finger0" -0.258 -0.468 -1.086 1.934 2.045 1.416
$hbox 0 "ValveBiped.Bip01_R_Finger01" -1.117 -0.433 -0.381 1.659 1.188 1.061
$hbox 0 "ValveBiped.Bip01_R_Finger02" -0.497 -0.258 -0.364 1.661 0.753 0.696
$sequence idle01 "tails arms_reference" loop ACT_VM_IDLE 1 fps 6.00 node Ready
$surfaceprop "flesh"
$illumposition 13.561 0.963 -14.894




now this happens the rigging has been redone but how do i fix the scaling?

im happy with the new result but the scale is what i would like to fix

model is normal in blender

the scaling is the problem

what next?

Try to scale down the mesh (only mesh, not the skeleton), and put the hands further away from each other. Also, looks like your hands are starting from the Clavicle bones. They shouldnt realy start there, but from the UpperArm bones, as you cannot realy see the mesh there.

When you look at my Nanosuit Hands, they even start waaay down at the Forearm bones. I would start the mesh somewhere around where the cursor is between the Upperarm and Forearm bones. Your hands are probably too long

I think i did it wrong i think my Armature is a ltle bit different than yours.I think i may be missing a bone. 5 i just followed this http://forum.facepunch.com/showthread.php?t=1390722&p=44719356#post44719356 .
This code the scaling now its back to the way it was



$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Spine4" 0.000 0.000 -1.938 2.033 1.001 1.938
$hbox 0 "ValveBiped.Bip01_L_UpperArm" -1.385 -3.578 -3.093 11.693 2.942 2.846
$hbox 0 "ValveBiped.Bip01_L_Forearm" -4.237 -3.145 -3.129 12.581 2.540 2.721
$hbox 0 "ValveBiped.Bip01_L_Hand" -1.046 -2.006 -2.103 4.523 1.042 2.133
$hbox 0 "ValveBiped.Bip01_L_Finger4" -0.489 -1.090 -1.163 1.580 0.636 0.348
$hbox 0 "ValveBiped.Bip01_L_Finger2" 0.000 -1.004 -0.789 2.074 0.417 0.844
$hbox 0 "ValveBiped.Bip01_L_Finger1" -0.624 -1.371 -0.490 1.832 0.443 0.540
$hbox 0 "ValveBiped.Bip01_L_Finger0" -0.252 -0.474 -1.517 2.235 2.001 0.980
$hbox 0 "ValveBiped.Bip01_L_Finger01" -0.149 -0.433 -1.056 1.706 1.698 0.471
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.429 -0.240 -0.647 1.680 0.818 0.474
$hbox 0 "ValveBiped.Bip01_R_UpperArm" -1.320 -3.572 -2.929 11.693 2.948 3.010
$hbox 0 "ValveBiped.Bip01_R_Forearm" -4.173 -3.135 -2.804 12.645 2.550 3.047
$hbox 0 "ValveBiped.Bip01_R_Hand" -0.974 -2.037 -2.079 4.817 1.124 2.113
$hbox 0 "ValveBiped.Bip01_R_Finger4" -0.499 -1.006 -0.341 1.840 0.619 1.126
$hbox 0 "ValveBiped.Bip01_R_Finger2" 0.000 -0.928 -0.823 2.093 0.519 0.802
$hbox 0 "ValveBiped.Bip01_R_Finger1" -0.600 -1.278 -0.498 1.856 0.536 0.537
$hbox 0 "ValveBiped.Bip01_R_Finger0" -0.258 -0.468 -1.086 1.934 2.045 1.416
$hbox 0 "ValveBiped.Bip01_R_Finger01" -1.117 -0.433 -0.381 1.659 1.188 1.061
$hbox 0 "ValveBiped.Bip01_R_Finger02" -0.497 -0.258 -0.364 1.661 0.753 0.696

With this Qc the scaling stopped


// Created by Crowbar 0.34.0.0

$ModelName "_TailS_ Models\Characters\Player\Tails\Tails Arms.mdl"

$BodyGroup "Tails"
{
	studio "tails arms_reference.smd"
}


$SurfaceProp "metal"

$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials "models\_TailS_ Models\Player\Tails\"

$CBox 0 0 0 0 0 0

$BBox -14.085 -73.43 60.951 17.294 70.187 73.891


$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0



$Sequence "idle01" {
	"tails arms_anims\idle01.smd"
	activity "ACT_VM_IDLE" 1
	fadein 0.2
	fadeout 0.2
	node "Ready"
	fps 6
	loop
}


In blender I think i may be missing a bone

In game

umm???

[editline]30th July 2016[/editline]

I think i did it wrong i think my Armature is a ltle bit different than yours.I think i may be missing a bone. 5 i just followed this http://forum.facepunch.com/showthread.php?t=1390722&p=44719356#post44719356 .
This code the scaling now its back to the way it was



$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Spine4" 0.000 0.000 -1.938 2.033 1.001 1.938
$hbox 0 "ValveBiped.Bip01_L_UpperArm" -1.385 -3.578 -3.093 11.693 2.942 2.846
$hbox 0 "ValveBiped.Bip01_L_Forearm" -4.237 -3.145 -3.129 12.581 2.540 2.721
$hbox 0 "ValveBiped.Bip01_L_Hand" -1.046 -2.006 -2.103 4.523 1.042 2.133
$hbox 0 "ValveBiped.Bip01_L_Finger4" -0.489 -1.090 -1.163 1.580 0.636 0.348
$hbox 0 "ValveBiped.Bip01_L_Finger2" 0.000 -1.004 -0.789 2.074 0.417 0.844
$hbox 0 "ValveBiped.Bip01_L_Finger1" -0.624 -1.371 -0.490 1.832 0.443 0.540
$hbox 0 "ValveBiped.Bip01_L_Finger0" -0.252 -0.474 -1.517 2.235 2.001 0.980
$hbox 0 "ValveBiped.Bip01_L_Finger01" -0.149 -0.433 -1.056 1.706 1.698 0.471
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.429 -0.240 -0.647 1.680 0.818 0.474
$hbox 0 "ValveBiped.Bip01_R_UpperArm" -1.320 -3.572 -2.929 11.693 2.948 3.010
$hbox 0 "ValveBiped.Bip01_R_Forearm" -4.173 -3.135 -2.804 12.645 2.550 3.047
$hbox 0 "ValveBiped.Bip01_R_Hand" -0.974 -2.037 -2.079 4.817 1.124 2.113
$hbox 0 "ValveBiped.Bip01_R_Finger4" -0.499 -1.006 -0.341 1.840 0.619 1.126
$hbox 0 "ValveBiped.Bip01_R_Finger2" 0.000 -0.928 -0.823 2.093 0.519 0.802
$hbox 0 "ValveBiped.Bip01_R_Finger1" -0.600 -1.278 -0.498 1.856 0.536 0.537
$hbox 0 "ValveBiped.Bip01_R_Finger0" -0.258 -0.468 -1.086 1.934 2.045 1.416
$hbox 0 "ValveBiped.Bip01_R_Finger01" -1.117 -0.433 -0.381 1.659 1.188 1.061
$hbox 0 "ValveBiped.Bip01_R_Finger02" -0.497 -0.258 -0.364 1.661 0.753 0.696

With this Qc the scaling stopped


// Created by Crowbar 0.34.0.0

$ModelName "_TailS_ Models\Characters\Player\Tails\Tails Arms.mdl"

$BodyGroup "Tails"
{
	studio "tails arms_reference.smd"
}


$SurfaceProp "metal"

$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials "models\_TailS_ Models\Player\Tails\"

$CBox 0 0 0 0 0 0

$BBox -14.085 -73.43 60.951 17.294 70.187 73.891


$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0



$Sequence "idle01" {
	"tails arms_anims\idle01.smd"
	activity "ACT_VM_IDLE" 1
	fadein 0.2
	fadeout 0.2
	node "Ready"
	fps 6
	loop
}


In blender I think i may be missing a bone

In game

help???

i fixed them thank you ^^