I had a play with the head thing and I talked to ralle. He told me to put the bones inside the head and it worked.

here’s the code:

[lua]

if head and head:IsValid() then head:Remove() end

head = ClientsideModel(“models/player/Group01/male_06.mdl”)

local bonelist = {

“ValveBiped.Bip01_Pelvis”,

“ValveBiped.Bip01_Spine”,

“ValveBiped.Bip01_Spine1”,

“ValveBiped.Bip01_Spine2”,

–“ValveBiped.Bip01_Spine4”,

–“ValveBiped.Bip01_Neck1”,

–“ValveBiped.Bip01_Head1”,

“ValveBiped.forward”,

“ValveBiped.Bip01_R_Clavicle”,

“ValveBiped.Bip01_R_UpperArm”,

“ValveBiped.Bip01_R_Forearm”,

“ValveBiped.Bip01_R_Hand”,

“ValveBiped.Anim_Attachment_RH”,

“ValveBiped.Bip01_L_Clavicle”,

“ValveBiped.Bip01_L_UpperArm”,

“ValveBiped.Bip01_L_Forearm”,

“ValveBiped.Bip01_L_Hand”,

“ValveBiped.Anim_Attachment_LH”,

“ValveBiped.Bip01_R_Thigh”,

“ValveBiped.Bip01_R_Calf”,

“ValveBiped.Bip01_R_Foot”,

“ValveBiped.Bip01_L_Thigh”,

“ValveBiped.Bip01_L_Calf”,

“ValveBiped.Bip01_L_Foot”,

“ValveBiped.Bip01_R_Wrist”,

“ValveBiped.Bip01_L_Wrist”,

“ValveBiped.Bip01_L_Ulna”,

“ValveBiped.Bip01_R_Ulna”,

}

function head.BuildBonePositions(entity)

local headmatrix = LocalPlayer():GetBoneMatrix(LocalPlayer():LookupBone(“ValveBiped.Bip01_Head1”))

for key, bone in pairs(bonelist) do

local index = entity:LookupBone(bone)

local matrix = entity:GetBoneMatrix(boneIndex)

matrix:Scale(vector_origin)

matrix:SetTranslation(headmatrix:GetTranslation())

entity:SetBoneMatrix(index, matrix)

end

end

hook.Add(“RenderScene”, “PlaceHead 2”, function()

```
local position, angles = LocalPlayer():GetBonePosition(LocalPlayer():LookupBone("ValveBiped.Bip01_Head1"))
local x = angles:Up() * 0
local y = angles:Right() * 0
local z = angles:Forward() * -65
angles:RotateAroundAxis(angles:Forward(), -90)
angles:RotateAroundAxis(angles:Right(), -90)
angles:RotateAroundAxis(angles:Up(), 0)
head:SetPos(position + x + y + z)
head:SetAngles(angles)
```

end)

[/lua]

What it does is that it places the head ontop of your head. It looks like this taken from a good angle:

http://errur.com/New/Uploads/175.jpg

If you’re using for i = 30 or whatever number to scale all bones, don’t. I’ve tried it and it ends up looking like the model on the left.

Hope it helps!