GMOD Rigging help.

So I got a bit of a problem. I’ve been trying to make a ragdoll a playermodel and today is the closest I got. But there are still some quirks I need to take care of.

  1. The arms are too high up.
  2. The arm bends very sharply.
  3. The hands are not connected to the body.

Any suggestions?

  1. Not really necessary but Is there a way to not have the legs bend out like that?

[editline]24th December 2017[/editline]

  1. Turns out the legs have that weird sharp angle bending thing too.

Any suggestions would be greatly appreciated.

You might need to reposition the bones or use proportion trick. For the bending problem, make sure to weight paint it correctly.

So I got the sharp bending problem fixed. But I’m kindof confused as to what you mean by “reposition the bones” (sorry I’m pretty new to this stuff). Do you mean to move the arm bone in Edit Mode, Pose Mode, or what?

Note: I’m using Blender.

If the arms are too high try making an ikchain, if I remember correctly, which I probably don’t, just put these in the code and fiddle with them (lowering the numbers)

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

As for the hands, the original half life models have “detatched” hands, which shouldn’t get noticed in hl1’s animations but become obvious with the skeleton and animations of hl2, another thing is probably because the skeleton for the hl1 ragdoll and hl2 animations is different, if the bones are pushed in, they will reassume another position when animated, you COULD use the proportion trick to fix that, but I am not sure it works for something so subtle, you could try making manually his hands longer or bigger, since there’s no finger posing it won’t cause much issues.

The QC file has already got that I think.

Any suggestions?

[editline]25th December 2017[/editline]

Note: I’m using the ragdoll from an addon I found on the Steam workshop,