ERROR: model has no sequences on Heads Resource

I have tried to use the Faceposable Black Ops II Heads from Half-Dead, for a model hack I am making

http://forum.facepunch.com/showthread.php?t=1238174

but the problem is when I compile I get

I have reviewed the model, export the ragdoll.smd again, and nothing but when I change the head by the HL2 Heads, if I compile

my Qc



$modelname "dark snow\survivors	om.mdl"
$model "survivor" "tom.smd" {
$include "male.qci"
$texturegroup skinfamilies
{
	{ "char_murphybody02_d_an" }
	{ "char_murphybody02_injured_d_an" }
}
$cdmaterials "models\dark snow\survivors	om\"
$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 "eyes" "ValveBiped.Bip01_Head1" 3.50 -3.98 -0.10 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 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 "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
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.637 35.954
$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
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -70.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -70.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -115.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -50.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -15.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -115.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -140.00 110.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -110.00 140.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -90.00 120.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -1200.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -35.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 70.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}


“model has no sequences” means just that: you have no $sequence lines. Just add this:


$sequence ref tom.smd

EDIT: Wait, you have a ragdoll $sequence. Why is it still saying that?

Because the model segment isn’t closed as far as I can

Only compile if I did not add the $include “male.qci” but with Studio Compiler and Crowbar, tells me that the error is, Error opening male.qci

Post your male.qci file.

This is the male.qci from Black Ops II Heads from Half-Dead I’m using


  flexfile "flexes.vta" {
          flex "jaw_drop" frame 1
          flex "lower_lip" frame 2
          flex "right_puckerer" frame 3
          flex "left_puckerer" frame 4
          flex "right_stretcher" frame 5
          flex "left_stretcher" frame 6
          flex "smile" frame 7
          flex "left_corner_puller" frame 8
          flex "right_corner_puller" frame 9
          flex "jaw_clencher" frame 10
          flex "right_part" frame 11
          flex "left_part" frame 12
          flex "presser" frame 13
          flex "tightener" frame 14
          flex "bite" frame 15
          flex "chin_raiser" frame 16
          flex "left_corner_depressor" frame 17
          flex "right_corner_depressor" frame 18
          flex "right_upper_raiser" frame 19
          flex "left_upper_raiser" frame 20
          flex "dilator" frame 21
          flex "wrinkler" frame 22
          flex "right_cheek_raiser" frame 23
          flex "left_cheek_raiser" frame 24
          flex "left_lowerer" frame 25
          flex "right_lowerer" frame 26
          flex "right_outer_raiser" frame 27
          flex "left_outer_raiser" frame 28
          flex "right_inner_raiser" frame 29
          flex "left_inner_raiser" frame 30
          flex "right_lid_closer" frame 31
          flex "left_lid_closer" frame 32
          flex "right_lid_raiser" frame 33
          flex "left_lid_raiser" frame 34
          flex "half_closed" frame 35
          flex "blink" frame 36
          flex "right_funneler" frame 37
          flex "left_funneler" frame 38
          flex "right_lid_tightener" frame 39
          flex "left_lid_tightener" frame 40
          flex "right_lid_droop" frame 39
          flex "left_lid_droop" frame 40
          flex "blank" frame 41
     }
     eyeball righteye ValveBiped.Bip01_Head1 -1.103 -3.647 67.080 eyeball_r 1.000  4.000 eyeball_l 0.590
     eyeball lefteye ValveBiped.Bip01_Head1 1.390 -3.647 67.055 eyeball_l 1.000  -4.000 eyeball_l 0.590
     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid half_closed "range" 0.000 1.000
     flexcontroller eyelid blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_part "range" 0.000 1.000
     flexcontroller phoneme left_part "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme right_stretcher "range" 0.000 1.000
     flexcontroller phoneme left_stretcher "range" 0.000 1.000
     flexcontroller phoneme bite "range" 0.000 1.000
     flexcontroller phoneme presser "range" 0.000 1.000
     flexcontroller phoneme tightener "range" 0.000 1.000
     flexcontroller phoneme jaw_clencher "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme right_mouth_drop "range" 0.000 1.000
     flexcontroller phoneme left_mouth_drop "range" 0.000 1.000
     flexcontroller mouth smile "range" 0.000 1.000
     flexcontroller mouth lower_lip "range" 0.000 1.000
     flexcontroller eyes range -45 45 eyes_updown
     flexcontroller eyes range -45 45 eyes_rightleft 
     flexcontroller phoneme blank "range" 0.000 1.000
    %jaw_drop = jaw_drop
    %lower_lip = lower_lip
    %right_puckerer = right_puckerer
    %left_puckerer = left_puckerer
    %right_stretcher = right_stretcher
    %left_stretcher = left_stretcher
    %smile = smile
    %left_corner_puller = left_corner_puller
    %right_corner_puller = right_corner_puller
    %jaw_clencher =  jaw_clencher
    %right_part = right_part
    %left_part = left_part
    %presser = presser
    %tightener = tightener
    %bite = bite
    %chin_raiser = chin_raiser
    %left_corner_depressor = left_corner_depressor
    %right_corner_depressor = right_corner_depressor
    %right_upper_raiser = right_upper_raiser
    %left_upper_raiser =  left_upper_raiser
    %dilator = dilator
    %wrinkler = wrinkler
    %right_cheek_raiser = right_cheek_raiser
    %left_cheek_raiser = left_cheek_raiser
    %left_lowerer = left_lowerer
    %right_lowerer = right_lowerer
    %right_outer_raiser = right_outer_raiser
    %left_outer_raiser = left_outer_raiser
    %right_inner_raiser = right_inner_raiser
    %left_inner_raiser = left_inner_raiser
    %right_lid_closer = right_lid_closer
    %left_lid_closer = left_lid_closer
    %right_lid_raiser = right_lid_raiser
    %left_lid_raiser = left_lid_raiser
    %half_closed = half_closed
    %blink = blink
    %right_funneler = right_funneler
    %left_funneler = left_funneler
    %right_lid_tightener = right_lid_tightener
    %left_lid_tightener =  left_lid_tightener
    %right_lid_droop = right_lid_droop
    %left_lid_droop = left_lid_droop
    %blank =  blank
     flexfile "shapes.vta" {
          flex "shape_1" frame 1
          flex "shape_2" frame 2
          flex "shape_3" frame 3
          flex "shape_4" frame 4
     }
     flexcontroller eyelid shape_1 "range" 0.000 1.000
     flexcontroller eyelid shape_2 "range" 0.000 1.000
     flexcontroller eyelid shape_3 "range" 0.000 1.000
     flexcontroller eyelid shape_4 "range" 0.000 1.000
    %shape_1 = shape_1
    %shape_2 = shape_2
    %shape_3 = shape_3
    %shape_4 = shape_4
}
$texturegroup skinfamilies
{
	{"face_1.vmt"}
	{"face_2.vmt"}
	{"face_3.vmt"}
	{"face_4.vmt"}
	{"face_5.vmt"}
	{"face_6.vmt"}
	{"face_7.vmt"}
	{"face_8.vmt"}
	{"face_9.vmt"}
	{"face_10.vmt"}
	{"face_11.vmt"}
	{"face_12.vmt"}
} 

Well first of all, you have two $texturegroups, so the second one will be disregarded.

And wraithcat was right, you’re missing a bracket. Do this:


$model survivor tom.smd {
     $include male.qci
}

The “male.qci” included with the heads is actually the flex information. Copy and paste it from the .qci to the QC, and use that as your flex values. That should fix your problem. I had a similar issue, and doing this fixed it.

This should be your QC:


$modelname "dark snow\survivors	om.mdl"
$model "survivor" "tom.smd" {
flexfile "flexes.vta" {
          flex "jaw_drop" frame 1
          flex "lower_lip" frame 2
          flex "right_puckerer" frame 3
          flex "left_puckerer" frame 4
          flex "right_stretcher" frame 5
          flex "left_stretcher" frame 6
          flex "smile" frame 7
          flex "left_corner_puller" frame 8
          flex "right_corner_puller" frame 9
          flex "jaw_clencher" frame 10
          flex "right_part" frame 11
          flex "left_part" frame 12
          flex "presser" frame 13
          flex "tightener" frame 14
          flex "bite" frame 15
          flex "chin_raiser" frame 16
          flex "left_corner_depressor" frame 17
          flex "right_corner_depressor" frame 18
          flex "right_upper_raiser" frame 19
          flex "left_upper_raiser" frame 20
          flex "dilator" frame 21
          flex "wrinkler" frame 22
          flex "right_cheek_raiser" frame 23
          flex "left_cheek_raiser" frame 24
          flex "left_lowerer" frame 25
          flex "right_lowerer" frame 26
          flex "right_outer_raiser" frame 27
          flex "left_outer_raiser" frame 28
          flex "right_inner_raiser" frame 29
          flex "left_inner_raiser" frame 30
          flex "right_lid_closer" frame 31
          flex "left_lid_closer" frame 32
          flex "right_lid_raiser" frame 33
          flex "left_lid_raiser" frame 34
          flex "half_closed" frame 35
          flex "blink" frame 36
          flex "right_funneler" frame 37
          flex "left_funneler" frame 38
          flex "right_lid_tightener" frame 39
          flex "left_lid_tightener" frame 40
          flex "right_lid_droop" frame 39
          flex "left_lid_droop" frame 40
          flex "blank" frame 41
     }
     eyeball righteye ValveBiped.Bip01_Head1 -1.103 -3.647 67.080 eyeball_r 1.000  4.000 eyeball_l 0.590
     eyeball lefteye ValveBiped.Bip01_Head1 1.390 -3.647 67.055 eyeball_l 1.000  -4.000 eyeball_l 0.590
     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid half_closed "range" 0.000 1.000
     flexcontroller eyelid blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_part "range" 0.000 1.000
     flexcontroller phoneme left_part "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme right_stretcher "range" 0.000 1.000
     flexcontroller phoneme left_stretcher "range" 0.000 1.000
     flexcontroller phoneme bite "range" 0.000 1.000
     flexcontroller phoneme presser "range" 0.000 1.000
     flexcontroller phoneme tightener "range" 0.000 1.000
     flexcontroller phoneme jaw_clencher "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme right_mouth_drop "range" 0.000 1.000
     flexcontroller phoneme left_mouth_drop "range" 0.000 1.000
     flexcontroller mouth smile "range" 0.000 1.000
     flexcontroller mouth lower_lip "range" 0.000 1.000
     flexcontroller eyes range -45 45 eyes_updown
     flexcontroller eyes range -45 45 eyes_rightleft 
     flexcontroller phoneme blank "range" 0.000 1.000
    %jaw_drop = jaw_drop
    %lower_lip = lower_lip
    %right_puckerer = right_puckerer
    %left_puckerer = left_puckerer
    %right_stretcher = right_stretcher
    %left_stretcher = left_stretcher
    %smile = smile
    %left_corner_puller = left_corner_puller
    %right_corner_puller = right_corner_puller
    %jaw_clencher =  jaw_clencher
    %right_part = right_part
    %left_part = left_part
    %presser = presser
    %tightener = tightener
    %bite = bite
    %chin_raiser = chin_raiser
    %left_corner_depressor = left_corner_depressor
    %right_corner_depressor = right_corner_depressor
    %right_upper_raiser = right_upper_raiser
    %left_upper_raiser =  left_upper_raiser
    %dilator = dilator
    %wrinkler = wrinkler
    %right_cheek_raiser = right_cheek_raiser
    %left_cheek_raiser = left_cheek_raiser
    %left_lowerer = left_lowerer
    %right_lowerer = right_lowerer
    %right_outer_raiser = right_outer_raiser
    %left_outer_raiser = left_outer_raiser
    %right_inner_raiser = right_inner_raiser
    %left_inner_raiser = left_inner_raiser
    %right_lid_closer = right_lid_closer
    %left_lid_closer = left_lid_closer
    %right_lid_raiser = right_lid_raiser
    %left_lid_raiser = left_lid_raiser
    %half_closed = half_closed
    %blink = blink
    %right_funneler = right_funneler
    %left_funneler = left_funneler
    %right_lid_tightener = right_lid_tightener
    %left_lid_tightener =  left_lid_tightener
    %right_lid_droop = right_lid_droop
    %left_lid_droop = left_lid_droop
    %blank =  blank
     flexfile "shapes.vta" {
          flex "shape_1" frame 1
          flex "shape_2" frame 2
          flex "shape_3" frame 3
          flex "shape_4" frame 4
     }
     flexcontroller eyelid shape_1 "range" 0.000 1.000
     flexcontroller eyelid shape_2 "range" 0.000 1.000
     flexcontroller eyelid shape_3 "range" 0.000 1.000
     flexcontroller eyelid shape_4 "range" 0.000 1.000
    %shape_1 = shape_1
    %shape_2 = shape_2
    %shape_3 = shape_3
    %shape_4 = shape_4
}
$texturegroup skinfamilies
{
	{"face_1.vmt" "char_murphybody02_d_an"}
	{"face_2.vmt" "char_murphybody02_d_an"}
	{"face_3.vmt" "char_murphybody02_d_an"}
	{"face_4.vmt" "char_murphybody02_d_an"}
	{"face_5.vmt" "char_murphybody02_d_an"}
	{"face_6.vmt" "char_murphybody02_d_an"}
	{"face_7.vmt" "char_murphybody02_d_an"}
	{"face_8.vmt" "char_murphybody02_d_an"}
	{"face_9.vmt" "char_murphybody02_d_an"}
	{"face_10.vmt" "char_murphybody02_d_an"}
	{"face_11.vmt" "char_murphybody02_d_an"}
	{"face_12.vmt" "char_murphybody02_d_an"}
        {"face_1.vmt" "char_murphybody02_injured_d_an"}
	{"face_2.vmt" "char_murphybody02_injured_d_an"}
	{"face_3.vmt" "char_murphybody02_injured_d_an"}
	{"face_4.vmt" "char_murphybody02_injured_d_an"}
	{"face_5.vmt" "char_murphybody02_injured_d_an"}
	{"face_6.vmt" "char_murphybody02_injured_d_an"}
	{"face_7.vmt" "char_murphybody02_injured_d_an"}
	{"face_8.vmt" "char_murphybody02_injured_d_an"}
	{"face_9.vmt" "char_murphybody02_injured_d_an"}
	{"face_10.vmt" "char_murphybody02_injured_d_an"}
	{"face_11.vmt" "char_murphybody02_injured_d_an"}
	{"face_12.vmt" "char_murphybody02_injured_d_an"}
}

$cdmaterials "models\dark snow\survivors	om\"
$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 "eyes" "ValveBiped.Bip01_Head1" 3.50 -3.98 -0.10 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 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 "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
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.637 35.954
$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
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -70.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -70.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -115.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -50.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -15.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -115.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -140.00 110.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -110.00 140.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -90.00 120.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -1200.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -35.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 70.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}

[editline]16th May 2014[/editline]

Half-Dead always put the flexfile information in the QCI, as well as the texturegroups. He used it to store the information, and works perfectly when you plop the information inside the QCI into the QC.

thank you people for solving my problem, Kartoffel that worked Now if I compile

Forget it, now I went another problem, now all flexes appear all messy (if move its eyes is mouth is open) clarified that I have not touched anything in the head and neither the scale

https://dl.dropboxusercontent.com/s/6j0f81l2x6dtc9v/rp_whiteforest_radiostation0000.jpg

will move his eyes and the mouth is closed

https://dl.dropboxusercontent.com/s/dc1kduz9i5v3cy5/rp_whiteforest_radiostation0001.jpg

that is happening now??

Did you use QC eyes?

Yep, and also went back to compiling it, but now I go back to the ERROR: model has no sequences

What did you change in the QC?

[editline]17th May 2014[/editline]

Actually, it may have been a fuck up on my end. Sorry about that. Try this:


$modelname "dark snow\survivors	om.mdl"
$model "survivor" "tom.smd" {
     eyeball righteye ValveBiped.Bip01_Head1 -1.103 -3.647 67.080 eyeball_r 1.000  4.000 eyeball_l 0.590
     eyeball lefteye ValveBiped.Bip01_Head1 1.390 -3.647 67.055 eyeball_l 1.000  -4.000 eyeball_l 0.590
flexfile "flexes.vta" {
          flex "jaw_drop" frame 1
          flex "lower_lip" frame 2
          flex "right_puckerer" frame 3
          flex "left_puckerer" frame 4
          flex "right_stretcher" frame 5
          flex "left_stretcher" frame 6
          flex "smile" frame 7
          flex "left_corner_puller" frame 8
          flex "right_corner_puller" frame 9
          flex "jaw_clencher" frame 10
          flex "right_part" frame 11
          flex "left_part" frame 12
          flex "presser" frame 13
          flex "tightener" frame 14
          flex "bite" frame 15
          flex "chin_raiser" frame 16
          flex "left_corner_depressor" frame 17
          flex "right_corner_depressor" frame 18
          flex "right_upper_raiser" frame 19
          flex "left_upper_raiser" frame 20
          flex "dilator" frame 21
          flex "wrinkler" frame 22
          flex "right_cheek_raiser" frame 23
          flex "left_cheek_raiser" frame 24
          flex "left_lowerer" frame 25
          flex "right_lowerer" frame 26
          flex "right_outer_raiser" frame 27
          flex "left_outer_raiser" frame 28
          flex "right_inner_raiser" frame 29
          flex "left_inner_raiser" frame 30
          flex "right_lid_closer" frame 31
          flex "left_lid_closer" frame 32
          flex "right_lid_raiser" frame 33
          flex "left_lid_raiser" frame 34
          flex "half_closed" frame 35
          flex "blink" frame 36
          flex "right_funneler" frame 37
          flex "left_funneler" frame 38
          flex "right_lid_tightener" frame 39
          flex "left_lid_tightener" frame 40
          flex "right_lid_droop" frame 39
          flex "left_lid_droop" frame 40
          flex "blank" frame 41
     }

     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid half_closed "range" 0.000 1.000
     flexcontroller eyelid blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_part "range" 0.000 1.000
     flexcontroller phoneme left_part "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme right_stretcher "range" 0.000 1.000
     flexcontroller phoneme left_stretcher "range" 0.000 1.000
     flexcontroller phoneme bite "range" 0.000 1.000
     flexcontroller phoneme presser "range" 0.000 1.000
     flexcontroller phoneme tightener "range" 0.000 1.000
     flexcontroller phoneme jaw_clencher "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme right_mouth_drop "range" 0.000 1.000
     flexcontroller phoneme left_mouth_drop "range" 0.000 1.000
     flexcontroller mouth smile "range" 0.000 1.000
     flexcontroller mouth lower_lip "range" 0.000 1.000
     flexcontroller eyes range -45 45 eyes_updown
     flexcontroller eyes range -45 45 eyes_rightleft 
     flexcontroller phoneme blank "range" 0.000 1.000
    %jaw_drop = jaw_drop
    %lower_lip = lower_lip
    %right_puckerer = right_puckerer
    %left_puckerer = left_puckerer
    %right_stretcher = right_stretcher
    %left_stretcher = left_stretcher
    %smile = smile
    %left_corner_puller = left_corner_puller
    %right_corner_puller = right_corner_puller
    %jaw_clencher =  jaw_clencher
    %right_part = right_part
    %left_part = left_part
    %presser = presser
    %tightener = tightener
    %bite = bite
    %chin_raiser = chin_raiser
    %left_corner_depressor = left_corner_depressor
    %right_corner_depressor = right_corner_depressor
    %right_upper_raiser = right_upper_raiser
    %left_upper_raiser =  left_upper_raiser
    %dilator = dilator
    %wrinkler = wrinkler
    %right_cheek_raiser = right_cheek_raiser
    %left_cheek_raiser = left_cheek_raiser
    %left_lowerer = left_lowerer
    %right_lowerer = right_lowerer
    %right_outer_raiser = right_outer_raiser
    %left_outer_raiser = left_outer_raiser
    %right_inner_raiser = right_inner_raiser
    %left_inner_raiser = left_inner_raiser
    %right_lid_closer = right_lid_closer
    %left_lid_closer = left_lid_closer
    %right_lid_raiser = right_lid_raiser
    %left_lid_raiser = left_lid_raiser
    %half_closed = half_closed
    %blink = blink
    %right_funneler = right_funneler
    %left_funneler = left_funneler
    %right_lid_tightener = right_lid_tightener
    %left_lid_tightener =  left_lid_tightener
    %right_lid_droop = right_lid_droop
    %left_lid_droop = left_lid_droop
    %blank =  blank
     flexfile "shapes.vta" {
          flex "shape_1" frame 1
          flex "shape_2" frame 2
          flex "shape_3" frame 3
          flex "shape_4" frame 4
     }
     flexcontroller eyelid shape_1 "range" 0.000 1.000
     flexcontroller eyelid shape_2 "range" 0.000 1.000
     flexcontroller eyelid shape_3 "range" 0.000 1.000
     flexcontroller eyelid shape_4 "range" 0.000 1.000
    %shape_1 = shape_1
    %shape_2 = shape_2
    %shape_3 = shape_3
    %shape_4 = shape_4
}
$texturegroup skinfamilies
{
	{"face_1.vmt" "char_murphybody02_d_an"}
	{"face_2.vmt" "char_murphybody02_d_an"}
	{"face_3.vmt" "char_murphybody02_d_an"}
	{"face_4.vmt" "char_murphybody02_d_an"}
	{"face_5.vmt" "char_murphybody02_d_an"}
	{"face_6.vmt" "char_murphybody02_d_an"}
	{"face_7.vmt" "char_murphybody02_d_an"}
	{"face_8.vmt" "char_murphybody02_d_an"}
	{"face_9.vmt" "char_murphybody02_d_an"}
	{"face_10.vmt" "char_murphybody02_d_an"}
	{"face_11.vmt" "char_murphybody02_d_an"}
	{"face_12.vmt" "char_murphybody02_d_an"}
        {"face_1.vmt" "char_murphybody02_injured_d_an"}
	{"face_2.vmt" "char_murphybody02_injured_d_an"}
	{"face_3.vmt" "char_murphybody02_injured_d_an"}
	{"face_4.vmt" "char_murphybody02_injured_d_an"}
	{"face_5.vmt" "char_murphybody02_injured_d_an"}
	{"face_6.vmt" "char_murphybody02_injured_d_an"}
	{"face_7.vmt" "char_murphybody02_injured_d_an"}
	{"face_8.vmt" "char_murphybody02_injured_d_an"}
	{"face_9.vmt" "char_murphybody02_injured_d_an"}
	{"face_10.vmt" "char_murphybody02_injured_d_an"}
	{"face_11.vmt" "char_murphybody02_injured_d_an"}
	{"face_12.vmt" "char_murphybody02_injured_d_an"}
}

$cdmaterials "models\dark snow\survivors	om\"
$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 "eyes" "ValveBiped.Bip01_Head1" 3.50 -3.98 -0.10 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 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 "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
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.637 35.954
$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
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -70.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -70.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -115.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -50.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -15.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -115.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -140.00 110.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -110.00 140.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -90.00 120.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -1200.00 90.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -35.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 70.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}

[editline]17th May 2014[/editline]

I forgot that the eyeball properties should have been under “$model” rather than flexes. Oops.

compiles but I get the same error Eyes / mouth but I think it’s the head flexes that are giving me trouble

Because if I open my mouth, up the nose. under the brows, eyes closed

if your flexes are working out badly, you probably have a bad combination of QC and VTA. It’s assigning bad numbered frames to different flexes. Sometimes happens when you get a QC and VTA from different sources.

He’s using Half-Dead’s BLOPS2 heads. I can confirm that those work.

Like Kartoffel said, I’m using the Half-Dead’s BLOPS2 heads (because they were the only one that fits into the body) so do not understand is why all he head flexes remained messy? although it came back again but this time compiling with compiler studio, the flexes almost work but I have the problem in the eyes / head and now the flexes look broken

https://dl.dropboxusercontent.com/s/8cyh9wk1mrzijcx/Sin 2222.png

https://dl.dropboxusercontent.com/s/9c5j4knfq31up92/Sin título22.png

Uhhhh

Did you move the head at all?

no

I have tried everything to find that happens to face flexes and nothing, still giving me errors
I even re-import and export again and change the head again (BO2 head and BO1 head) and nothing same problem