[GMOD] T Posing

So im trying to make a playermodel for a server. The thought was to recolor it a bit and remove the jetpack. I removed the jetpack and tried the model ingame. And it t-posed. I tried reverting to the decompiled version of the original model but that t-posed as well. so i have been trying to fix this for 4 hours now and i have no idea why the original addon works but not the decompiled version. help please. If you need anything else let me know

Original Addon Playermodel.

Original Playermodel.

Edited Playermodel.

Links to images if ^ doesn’t work
Decompiled orignal version:

Addon version:

Edited version:


// Created by Crowbar 0.33.0.0

$ModelName "eodcdr.mdl"

$BodyGroup "Body"
{
	studio "eodcdr_reference.smd"
}


$SurfaceProp "plastic"

$Contents "solid"

$EyePosition 0 0 70

$MaxEyeDeflection 90

$CDMaterials "models/player/"

$Attachment "eyes" "ValveBiped.Bip01_Head1" 2.86 -3.48 0.11 rotate 0 -80.1 -90
$Attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$Attachment "physgun_attachment" "ValveBiped.Physgun_attachment" 0 0 0 rotate -90 -90 0
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$CBox 0 0 0 0 0 0

$BBox -26.342 -15.594 -2.684 26.368 7.035 74.042


$Sequence "ragdoll" {
	"eodcdr_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$IncludeModel "Police_Animations.mdl"
$IncludeModel "Police_ss.mdl"
$IncludeModel "humans/male_shared.mdl"
$IncludeModel "combine_soldier_anims.mdl"

$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0


Show us the QC.

Updated

So first things first, if you use the model manipulator to replace the model of a metrocop with this model, does the model have animations?

Re-import the reference.smd into blender and tell me if the bones are there and if they can be manipulated in pose mode (rigged).

updated

Its rigged

I fixed it, was missing a very important part in the qc… new qc for people with the same problem


// Created by Crowbar 0.33.0.0

$ModelName "test.mdl"

$BodyGroup "Body"
{
	studio "test_reference.smd"
}


$SurfaceProp "plastic"

$Contents "solid"

$EyePosition 0 0 70

$MaxEyeDeflection 90

$CDMaterials "models\player\"

$Attachment "eyes" "ValveBiped.Bip01_Head1" 2.86 -3.48 0.11 rotate 0 -80.1 -90
$Attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$Attachment "physgun_attachment" "ValveBiped.Physgun_attachment" 0 0 0 rotate -90 -90 0
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$CBox 0 0 0 0 0 0

$BBox -26.342 -15.594 -2.684 26.368 7.035 74.042

// $HBoxSet "default"
// $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
// $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
// $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
// $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
// $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
// $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
// $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
// $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
// $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
// $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
// $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
// $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
// $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
// $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
// $HBox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
// $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
// $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
// $SkipBoneInBBox


$Sequence "ragdoll" {
	"test_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$IncludeModel "m_anm.mdl"

$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0