Garry's Mod Crowbar Errror

Okay so here is my problem:

I am using crowbar to compile my player model for Garry’s Mod but keep getting this error:
Compiling with Crowbar 0.44.0.0: “C:\Users\mickd\Desktop\New folder” (folder + subfolders) …

Compiling “.\dragon.qc” …
qdir: “c:\users\mickd\desktop
ew folder”
gamedir: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod”
g_path: “dragon.qc”
Building binary model files…
Working on “dragon.qc”
SMD MODEL dragon.smd
SMD MODEL ragdoll.smd
SMD MODEL phymodel.smd
WARNING: Can’t find joint ValveBiped.Bip01_L_Foot
WARNING: Can’t find joint ValveBiped.Bip01_L_Foot
WARNING: Can’t find joint ValveBiped.Bip01_L_Foot
WARNING: Can’t find joint ValveBiped.Bip01_Spine1
WARNING: Can’t find joint ValveBiped.Bip01_Spine1
WARNING: Can’t find joint ValveBiped.Bip01_Spine1
WARNING: Can’t find joint ValveBiped.Bip01_R_UpperArm
WARNING: Can’t find joint ValveBiped.Bip01_R_UpperArm
WARNING: Can’t find joint ValveBiped.Bip01_R_UpperArm
WARNING: Can’t find joint ValveBiped.Bip01_L_UpperArm
WARNING: Can’t find joint ValveBiped.Bip01_L_UpperArm
WARNING: Can’t find joint ValveBiped.Bip01_L_UpperArm
WARNING: Can’t find joint ValveBiped.Bip01_L_Hand
WARNING: Can’t find joint ValveBiped.Bip01_L_Hand
WARNING: Can’t find joint ValveBiped.Bip01_L_Hand
WARNING: Can’t find joint ValveBiped.Bip01_R_Hand
WARNING: Can’t find joint ValveBiped.Bip01_R_Hand
WARNING: Can’t find joint ValveBiped.Bip01_R_Hand
WARNING: Can’t find joint ValveBiped.Bip01_Head
WARNING: Can’t find joint ValveBiped.Bip01_Head
WARNING: Can’t find joint ValveBiped.Bip01_Head
WARNING: Can’t find joint ValveBiped.Bip01_R_Foot
WARNING: Can’t find joint ValveBiped.Bip01_R_Foot
WARNING: Can’t find joint ValveBiped.Bip01_R_Foot
ERROR: unknown attachment link ‘ValveBiped.forward’
ERROR: Aborted Processing on ‘player\comedygtv\dragon.mdl’
… Compiling “.\dragon.qc” finished. Check above for any errors.

… Compiling with Crowbar 0.44.0.0: “C:\Users\mickd\Desktop\New folder” (folder + subfolders) finished.

Although I get this error, I cannot see why I get this error… can someone help me out please.

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

$cdmaterials “models\player\comedygtv\dragon”

$hbox 3 “ValveBiped.Bip01_Pelvis” -3.000 -7.000 -7.000 5.000 2.000 7.000
$hbox 6 “ValveBiped.Bip01_L_Foot” 1.000 -3.000 -1.800 6.000 8.000 2.800
$hbox 7 “ValveBiped.Bip01_R_Foot” 1.000 -3.000 -2.800 6.000 8.000 1.800
$hbox 3 “ValveBiped.Bip01_Spine1” -3.000 -4.600 -5.600 7.000 3.000 5.600
$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_UpperArm” -3.000 -2.000 -2.000 12.000 2.000 2.000
$hbox 4 “ValveBiped.Bip01_L_Hand” 0.000 -1.000 -1.600 5.000 1.500 1.000
$hbox 5 “ValveBiped.Bip01_R_UpperArm” -3.000 -2.000 -2.000 12.000 2.000 2.000
$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 “mag_eject2” “ValveBiped.weapon_bone_Clip2” 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”

$sectionframes 30 29

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

    $jointrotdamping "ValveBiped.Bip01_Spine1" 18
    $jointconstrain "ValveBiped.Bip01_Spine1" x limit -20 20 0
    $jointconstrain "ValveBiped.Bip01_Spine1" y limit -10 10 0
    $jointconstrain "ValveBiped.Bip01_Spine1" z limit -15 30 0

    $jointmassbias "ValveBiped.Bip01_R_UpperArm" 0.8
    $jointrotdamping "ValveBiped.Bip01_R_UpperArm" 16
    $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -50 40 0
    $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -26 26 0
    $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -45 15 0

    $jointmassbias "ValveBiped.Bip01_L_UpperArm" 0.8
    $jointrotdamping "ValveBiped.Bip01_L_UpperArm" 16
    $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -40 50 0
    $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -26 26 0
    $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -40 15 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_Spine1”
$bonemerge “ValveBiped.Bip01_Neck”
$bonemerge “ValveBiped.Bip01_L_UpperArm”
$bonemerge “ValveBiped.Bip01_L_Hand”
$bonemerge “ValveBiped.Bip01_R_UpperArm”
$bonemerge “ValveBiped.Bip01_R_Hand”
$bonemerge “ValveBiped.weapon_bone”

Oh and yes my model bones within Blender are named and spelt correctly.

Can you send your dragon.smd in a pastebin?

Pastebin?

[editline]28th July 2017[/editline]

or http://hastebin.com

How do I paste that file in there?

Copy-and-paste the contents of the SMD into the input-field on the site.

Like this you mean:
https://mega.nz/#!aAkGxBBI!iNF0aRfGrU0r2WpkYYE-SQnRmf1grrmdoUtx58lVI08

(Exceeded maximum KB on that pastebin and hastebin)


nodes
0 "blender_implicit" -1
1 "Bone" -1
2 "Bone.001" 1
3 "Bone.002" 2
4 "Bone.018" 3
5 "Bone.003" 2
6 "Bone.017" 5
7 "Bone.006" 2
8 "Bone.007" 7
9 "Bone.008" 8
10 "Bone.019" 9
11 "Bone.020" 10
12 "Bone.021" 11
13 "Bone.022" 12
14 "Bone.023" 13
15 "Bone.024" 14
16 "Bone.025" 15
17 "Bone.026" 16
18 "Bone.009" 1
19 "Bone.010" 18
20 "Bone.011" 19
21 "Bone.012" 20
22 "Bone.013" 21
23 "Bone.014" 22
24 "Bone.004" -1
25 "Bone.015" 24
26 "Bone.005" -1
27 "Bone.016" 26
end

Well there’s your problem. You need to rig the model to the ValveBiped skeleton to use it as a playermodel.

Can you explain a little more, I am new to all this so

Okay I fixed it by renaming the bones within the blender software but now I have another problem when compiling it:

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”

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