ERROR: ikchain 'rfoot' too close to root, no parent hip/shoulder

Okay so i have an error that I have no idea how to solve, can someone help me please

ERROR: ikchain ‘rfoot’ too close to root, no parent hip/shoulder

Here is my qc file:

$modelname “player\comedygtv\dragon.mdl”
$model “body” “dragon.smd”

$cdmaterials “models\player\comedygtv\dragon”
$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
$opaque
$cdmaterials “models\player
atalya\evangelion\asuka”

$hbox 3 “ValveBiped.Bip01_Pelvis” -3.000 -7.000 -7.000 5.000 2.000 7.000
$hbox 6 “ValveBiped.Bip01_L_Calf” -0.00 -5.000 -1.800 18.000 1.200 3.400
$hbox 6 “ValveBiped.Bip01_L_Foot” 1.000 -3.000 -1.800 6.000 8.000 2.800
$hbox 7 “ValveBiped.Bip01_R_Calf” -0.00 -5.000 -3.400 18.000 1.200 1.800
$hbox 7 “ValveBiped.Bip01_R_Foot” 1.000 -3.000 -2.800 6.000 8.000 1.800
$hbox 1 “ValveBiped.Bip01_Neck” 0.000 -2.000 -2.400 5.000 3.000 2.400
$hbox 1 “ValveBiped.Bip01_Head” -1.250 -4.500 -3.400 7.750 3.900 3.400
$hbox 4 “ValveBiped.Bip01_L_Hand” 0.000 -1.000 -1.600 5.000 1.500 1.000
$hbox 5 “ValveBiped.Bip01_R_Hand” 0.000 -1.000 -1.600 5.000 1.500 1.000
$skipboneinbbox

$attachment “forward” “ValveBiped.forward” 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment “mag_eject” “ValveBiped.weapon_bone_Clip” 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment “weapon_hand_R” “weapon_hand_R” 0 0 0 rotate 0 0 0
$attachment “weapon_hand_L” “weapon_hand_L” 0 0 0 rotate 0 0 0
$attachment “grenade0” “ValveBiped.Bip01_Pelvis” 1.51 -2.40 9.00 rotate 83.01 89.38 83.96
$attachment “grenade1” “ValveBiped.Bip01_Pelvis” 1.78 -4.63 8.06 rotate 62.97 93.28 87.46
$attachment “grenade2” “ValveBiped.Bip01_Pelvis” 1.31 0.76 -9.54 rotate -84.58 -137.38 -39.32
$attachment “grenade3” “ValveBiped.Bip01_Pelvis” 0.63 3.41 8.63 rotate 66.17 -98.20 -100.52
$attachment “grenade4” “ValveBiped.Bip01_Pelvis” 1.30 -2.67 -9.10 rotate -62.12 106.22 74.68
$attachment “defusekit” “ValveBiped.Bip01_Pelvis” 1.06 -6.66 0.00 rotate 0.27 88.06 90.64
$attachment “lfoot” “ValveBiped.Bip01_L_Foot” -0.00 5.35 0.00 rotate 0.00 -0.00 0.00
$attachment “rfoot” “ValveBiped.Bip01_R_Foot” 0.00 5.35 0.00 rotate -0.00 -0.00 0.00
$attachment “muzzle_flash” “ValveBiped.Bip01_L_Hand” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “weapon_bone” “ValveBiped.weapon_bone” 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment “facemask” “ValveBiped.Bip01_Head” 3.17 3.98 -0.00 rotate -0.00 74.00 90.00
$includemodel “player/ct_animations.mdl”
$includemodel “player/taunt_animations.mdl”
$surfaceprop “flesh”
$contents “solid”
$eyeposition -0.000 0.000 73.000

$sectionframes 30 29

$sequence “ragdoll” “ragdoll.smd” {
fps 30
activity “ACT_DIERAGDOLL” 1
}

$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.753 0.658 -0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.695 0.719 -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

$ikautoplaylock “rfoot” 1 0.1
$ikautoplaylock “lfoot” 1 0.1

$collisionjoints “phymodel.smd” {
$mass 250
$inertia 10
$damping 0.01
$rotdamping 4
$rootbone “valvebiped.bip01_pelvis”

$jointrotdamping “ValveBiped.Bip01_Pelvis” 10

$jointmassbias “ValveBiped.Bip01_R_Calf” 1.2
$jointrotdamping “ValveBiped.Bip01_R_Calf” 3
$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 -90 -15 0

$jointmassbias “ValveBiped.Bip01_L_Calf” 1.2
$jointrotdamping “ValveBiped.Bip01_L_Calf” 3
$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 -90 -15 0

$jointmassbias “ValveBiped.Bip01_L_Foot” 0.75
$jointrotdamping “ValveBiped.Bip01_L_Foot” 7
$jointconstrain “ValveBiped.Bip01_L_Foot” x limit -10 22 0
$jointconstrain “ValveBiped.Bip01_L_Foot” y limit -15 15 0
$jointconstrain “ValveBiped.Bip01_L_Foot” z limit -17 24 0

$jointmassbias “ValveBiped.Bip01_L_Hand” 0.6
$jointrotdamping “ValveBiped.Bip01_L_Hand” 8
$jointconstrain “ValveBiped.Bip01_L_Hand” x limit -30 37 0
$jointconstrain “ValveBiped.Bip01_L_Hand” y limit 0 0 0
$jointconstrain “ValveBiped.Bip01_L_Hand” z limit -20 35 0

$jointmassbias “ValveBiped.Bip01_R_Hand” 0.6
$jointrotdamping “ValveBiped.Bip01_R_Hand” 8
$jointconstrain “ValveBiped.Bip01_R_Hand” x limit -37 30 0
$jointconstrain “ValveBiped.Bip01_R_Hand” y limit 0 0 0
$jointconstrain “ValveBiped.Bip01_R_Hand” z limit -35 20 0

$jointmassbias “ValveBiped.Bip01_Head” 1.5
$jointrotdamping “ValveBiped.Bip01_Head” 10
$jointconstrain “ValveBiped.Bip01_Head” x limit -45 45 0
$jointconstrain “ValveBiped.Bip01_Head” y limit -30 30 0
$jointconstrain “ValveBiped.Bip01_Head” z limit -40 20 0

$jointmassbias “ValveBiped.Bip01_R_Foot” 0.75
$jointrotdamping “ValveBiped.Bip01_R_Foot” 7
$jointconstrain “ValveBiped.Bip01_R_Foot” x limit -10 22 0
$jointconstrain “ValveBiped.Bip01_R_Foot” y limit -19 25 0
$jointconstrain “ValveBiped.Bip01_R_Foot” z limit -17 24 0
}

$bonemerge “ValveBiped.Bip01_Pelvis”
$bonemerge “ValveBiped.Bip01_Spine”
$bonemerge “ValveBiped.Bip01_Neck”
$bonemerge “ValveBiped.Bip01_L_Clavicle”
$bonemerge “ValveBiped.Bip01_L_Hand”
$bonemerge “ValveBiped.Bip01_R_Clavicle”
$bonemerge “ValveBiped.Bip01_R_Hand”
$bonemerge “ValveBiped.weapon_bone”
$bonemerge “ValveBiped.weapon_bone_Slide”
$bonemerge “ValveBiped.weapon_bone_Clip”
$bonemerge “ValveBiped.weapon_bone_Clip2”
$bonemerge “ValveBiped.silencer”

Bump

Try compiling without ik. My suspicion is that the hand/foot is being collapsed.