How do I make eyeballs?

how the hell do you make thems :<

I decompiled a human model, everything compiles fine except the eyes.

After an hour of trials, distress beacon sent :v

edit : I’m using 3dsmax 8.

Bump, still didn’t find out how to.

I dont know,but perhaps you could add him a mask or something.
Also there is a weird line,below the lip and it kinda deletes some of the beard.

Yeah I noticed for the face, It’s fixed already.
But I’m still stuck with the eyes.

[editline]06:02PM[/editline]

Ok, bumping at the same time.

In 3dsmax, the eyes are good, but ingame the eye attachments are far from the model, so I think the problem comes from my QC file.

Halp :<


$cd "C:\modelproject\riflemen"
$modelname "alley\german\riflemen\heer_rifleman02beta2.mdl"
$includemodel "humans/male_shared.mdl"  
$includemodel "humans/male_ss.mdl"  
$includemodel "humans/male_gestures.mdl"  
$includemodel "humans/male_postures.mdl"  
$model "upperbody" "heer_rifleman_reference01.smd" {
	eyeball righteye "ValveBiped.Bip01_Head1" -1.23 67.149 -4.00 "eyeball_r" 1.00 4 "pupil_r" 0.63
	eyeball lefteye "ValveBiped.Bip01_Head1" 1.32 67.149 -4.00 "eyeball_l" 1.00 -4 "pupil_l" 0.63
}
$model "upperbody" "heer_rifleman_body_reference01.smd"
$model "upperbody" "heer_rifleman_body_reference02.smd"
$model "helmet" "nothing_eq_ref.smd"
$model "p38_holster" "holster_p38_ref.smd"
$model "gear" "rifleman_gear_ref.smd"
$model "ammo_pouches" "pouch_k98k_ref.smd"
$model "frags" "grenade_1_ref.smd"
$cdmaterials "models\alley\german\riflemen\"
$cdmaterials "models\weapons\world_models
ebel\"
$cdmaterials "models\weapons\world_models\stiel\"
$texturegroup skinfamilies
{
	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 	{"torso_slvd_schuetze.vmt"
 "legs_slvd.vmt"
 "eyeball_r.vmt"
}
 }
$hboxset "rnl"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.750  -4.000  -8.000  6.750  2.000  2.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.500  -2.650  -4.250  16.500  5.650  2.750
$hbox 6 "ValveBiped.Bip01_L_Calf" -2.000  -2.000  -3.100  16.000  5.000  2.900
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.500  -1.000  -2.100  6.500  4.000  2.100
$hbox 6 "ValveBiped.Bip01_L_Toe0" 0.130  -0.250  -2.400  3.130  2.950  2.100
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1.500  -2.650  -2.750  16.500  5.650  4.250
$hbox 7 "ValveBiped.Bip01_R_Calf" -2.000  -2.000  -2.900  16.000  5.000  3.100
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.500  -1.000  -2.100  6.500  4.000  2.100
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.130  -0.150  -1.790  3.130  3.050  2.710
$hbox 3 "ValveBiped.Bip01_Spine1" -4.750  -3.500  -5.750  3.750  7.500  7.250
$hbox 2 "ValveBiped.Bip01_Spine2" -1.000  -3.500  -6.500  9.000  7.500  6.500
$hbox 1 "ValveBiped.Bip01_Neck1" -0.500  -4.250  -2.000  2.500  0.750  2.000
$hbox 1 "ValveBiped.Bip01_Head1" -2.380  -6.090  -3.000  5.620  1.910  3.000
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.500  -1.900  -2.600  12.500  3.100  1.400
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -1.500  -2.500  10.000  2.500  1.500
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.500  -2.720  -1.750  5.500  0.720  2.750
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.500  -1.900  -2.600  12.500  3.100  1.400
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0.000  -1.500  -2.500  10.000  2.500  1.500
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.500  -2.720  -1.750  5.500  0.720  2.750
// Model uses material "torso_slvd_schuetze.vmt"
// Model uses material "legs_slvd.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "ger_face2.vmt"
// Model uses material "german_helmet.vmt"
// Model uses material "german_helmet_camo.vmt"
// Model uses material "german_helmet_strap.vmt"
// Model uses material "german_helmet_wire.vmt"
// Model uses material "legs.vmt"
// Model uses material "M43_FieldHat.vmt"
// Model uses material "Ger_NCO_gear1.vmt"
// Model uses material "ger_gear1.vmt"
// Model uses material "heer_breadbag.vmt"
// Model uses material "w_stiel.vmt"
// Model uses material "w_nebel.vmt"
// Model uses material "ger_face1.vmt"
// Model uses material "ger_face3.vmt"
// Model uses material "ger_face4.vmt"
// Model uses material "ger_face2_blood.vmt"
// Model uses material "ger_face1_blood.vmt"
// Model uses material "ger_face3_blood.vmt"
// Model uses material "ger_face4_blood.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -67.10 -4.00 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate -0.00 -80.00 -90.00
$attachment "Helmet" "ValveBiped.Bip01_Head1" 0.75 -1.00 0.00 rotate -0.00 -80.00 -90.00
$attachment "Grenade1" "ValveBiped.Bip01_Spine" 0.00 6.00 4.00 rotate 0.00 95.00 110.00
$attachment "Grenade2" "ValveBiped.Bip01_Spine" -0.00 5.00 6.00 rotate 0.00 95.00 110.00
$attachment "Grenade3" "ValveBiped.Bip01_Spine" -0.00 6.00 -4.00 rotate 0.00 95.00 70.00
$attachment "Grenade4" "ValveBiped.Bip01_Spine" 0.00 5.00 -6.00 rotate 0.00 95.00 70.00
$attachment "Shovel" "ValveBiped.Bip01_Spine" 5.00 -4.00 6.00 rotate 30.00 105.00 90.00
$attachment "Messkit" "ValveBiped.Bip01_Spine" 1.00 -7.00 -3.50 rotate -20.00 120.00 80.00
$attachment "Canteen" "ValveBiped.Bip01_Spine" 1.00 -5.00 -9.00 rotate -25.00 120.00 70.00
$attachment "Pouch1" "ValveBiped.Bip01_Spine" 3.00 2.50 -0.00 rotate 0.00 90.00 90.00
$attachment "Pouch2" "ValveBiped.Bip01_Spine" -0.00 -4.00 0.00 rotate -90.00 -90.00 0.00
$attachment "Breadbag" "ValveBiped.Bip01_Spine" 4.00 -4.50 -5.00 rotate -25.00 110.00 80.00
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 4.00 0.00 -2.50 rotate -0.00 0.00 -90.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" -4.00 -2.50 0.00 rotate 0.00 180.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 -0.00 rotate 0.00 -0.00 0.00
$surfaceprop "flesh"
$eyeposition 0.000 67.149 0.000
$illumposition -14.967 -0.002 35.526
$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 94.0
	$inertia 10.00
	$damping 1.75
	$rotdamping 10.00
	$rootbone "valvebiped.bip01_pelvis"
	$jointmassbias "valvebiped.bip01_pelvis" 2.60

	$jointmassbias "valvebiped.bip01_spine" 3.00
	$jointconstrain "valvebiped.bip01_spine" x limit -8.00 8.00 0.00
	$jointconstrain "valvebiped.bip01_spine" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine" z limit -15.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_spine2" 3.40
	$jointconstrain "valvebiped.bip01_spine2" x limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 15.00 0.00

	$jointmassbias "valvebiped.bip01_l_upperarm" 0.80
	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -91.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -80.00 23.00 0.00

	$jointmassbias "valvebiped.bip01_l_forearm" 0.60
	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -123.00 -3.00 0.00

	$jointmassbias "valvebiped.bip01_l_hand" 0.20
	$jointconstrain "valvebiped.bip01_l_hand" x limit -52.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -12.00 8.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -52.00 -1.00 0.00

	$jointmassbias "valvebiped.bip01_r_upperarm" 0.80
	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -20.00 91.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -80.00 24.00 0.00

	$jointmassbias "valvebiped.bip01_r_forearm" 0.60
	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 -3.00 0.00

	$jointmassbias "valvebiped.bip01_r_hand" 0.20
	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -8.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -52.00 -1.00 0.00

	$jointmassbias "valvebiped.bip01_r_thigh" 1.30
	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 33.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 24.00 0.00

	$jointmassbias "valvebiped.bip01_r_calf" 0.80
	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -6.00 116.00 0.00

	$jointmassbias "valvebiped.bip01_r_foot" 0.40
	$jointconstrain "valvebiped.bip01_r_foot" x limit -17.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00

	$jointmassbias "valvebiped.bip01_l_thigh" 1.30
	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -8.00 33.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -79.00 24.00 0.00

	$jointmassbias "valvebiped.bip01_l_calf" 0.80
	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -6.00 116.00 0.00

	$jointmassbias "valvebiped.bip01_l_foot" 0.40
	$jointconstrain "valvebiped.bip01_l_foot" x limit -17.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -25.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_neck1" x limit -72.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_neck1" y limit -37.00 33.00 0.00
	$jointconstrain "valvebiped.bip01_neck1" z limit -19.00 45.00 0.00
}



$cd "C:\modelproject\riflemen"
$modelname "alley\german\riflemen\heer_rifleman02beta2.mdl"
$includemodel "humans/male_shared.mdl"  
$includemodel "humans/male_ss.mdl"  
$includemodel "humans/male_gestures.mdl"  
$includemodel "humans/male_postures.mdl"  
$model "upperbody" "heer_rifleman_reference01.smd" {
	eyeball righteye "ValveBiped.Bip01_Head1" -1.23 67.149 -4.00 "eyeball_r" 1.00 4 "pupil_r" 0.63
	eyeball lefteye "ValveBiped.Bip01_Head1" 1.32 67.149 -4.00 "eyeball_l" 1.00 -4 "pupil_l" 0.63
}
$bodygroup upperbody
{
	studio "heer_rifleman_body_reference01.smd"
	studio "heer_rifleman_body_reference02.smd"
}
$bodygroup helmet
{
	studio "nothing_eq_ref.smd"
}
$bodygroup p38_holster
{
	studio "holster_p38_ref.smd"
}
$bodygroup gear
{
	studio "rifleman_gear_ref.smd"
}
$bodygroup ammo_pouches
{
	studio "pouch_k98k_ref.smd"
}
$bodygroup frags
{
	studio "grenade_1_ref.smd"
}
$cdmaterials "models\alley\german\riflemen\"
$cdmaterials "models\weapons\world_models
ebel\"
$cdmaterials "models\weapons\world_models\stiel\"
$hboxset "rnl"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.750  -4.000  -8.000  6.750  2.000  2.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.500  -2.650  -4.250  16.500  5.650  2.750
$hbox 6 "ValveBiped.Bip01_L_Calf" -2.000  -2.000  -3.100  16.000  5.000  2.900
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.500  -1.000  -2.100  6.500  4.000  2.100
$hbox 6 "ValveBiped.Bip01_L_Toe0" 0.130  -0.250  -2.400  3.130  2.950  2.100
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1.500  -2.650  -2.750  16.500  5.650  4.250
$hbox 7 "ValveBiped.Bip01_R_Calf" -2.000  -2.000  -2.900  16.000  5.000  3.100
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.500  -1.000  -2.100  6.500  4.000  2.100
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.130  -0.150  -1.790  3.130  3.050  2.710
$hbox 3 "ValveBiped.Bip01_Spine1" -4.750  -3.500  -5.750  3.750  7.500  7.250
$hbox 2 "ValveBiped.Bip01_Spine2" -1.000  -3.500  -6.500  9.000  7.500  6.500
$hbox 1 "ValveBiped.Bip01_Neck1" -0.500  -4.250  -2.000  2.500  0.750  2.000
$hbox 1 "ValveBiped.Bip01_Head1" -2.380  -6.090  -3.000  5.620  1.910  3.000
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.500  -1.900  -2.600  12.500  3.100  1.400
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -1.500  -2.500  10.000  2.500  1.500
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.500  -2.720  -1.750  5.500  0.720  2.750
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.500  -1.900  -2.600  12.500  3.100  1.400
$hbox 5 "ValveBiped.Bip01_R_Forearm" 0.000  -1.500  -2.500  10.000  2.500  1.500
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.500  -2.720  -1.750  5.500  0.720  2.750
// Model uses material "torso_slvd_schuetze.vmt"
// Model uses material "legs_slvd.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "ger_face2.vmt"
// Model uses material "german_helmet.vmt"
// Model uses material "german_helmet_camo.vmt"
// Model uses material "german_helmet_strap.vmt"
// Model uses material "german_helmet_wire.vmt"
// Model uses material "legs.vmt"
// Model uses material "M43_FieldHat.vmt"
// Model uses material "Ger_NCO_gear1.vmt"
// Model uses material "ger_gear1.vmt"
// Model uses material "heer_breadbag.vmt"
// Model uses material "w_stiel.vmt"
// Model uses material "w_nebel.vmt"
// Model uses material "ger_face1.vmt"
// Model uses material "ger_face3.vmt"
// Model uses material "ger_face4.vmt"
// Model uses material "ger_face2_blood.vmt"
// Model uses material "ger_face1_blood.vmt"
// Model uses material "ger_face3_blood.vmt"
// Model uses material "ger_face4_blood.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -67.10 -4.00 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate -0.00 -80.00 -90.00
$attachment "Helmet" "ValveBiped.Bip01_Head1" 0.75 -1.00 0.00 rotate -0.00 -80.00 -90.00
$attachment "Grenade1" "ValveBiped.Bip01_Spine" 0.00 6.00 4.00 rotate 0.00 95.00 110.00
$attachment "Grenade2" "ValveBiped.Bip01_Spine" -0.00 5.00 6.00 rotate 0.00 95.00 110.00
$attachment "Grenade3" "ValveBiped.Bip01_Spine" -0.00 6.00 -4.00 rotate 0.00 95.00 70.00
$attachment "Grenade4" "ValveBiped.Bip01_Spine" 0.00 5.00 -6.00 rotate 0.00 95.00 70.00
$attachment "Shovel" "ValveBiped.Bip01_Spine" 5.00 -4.00 6.00 rotate 30.00 105.00 90.00
$attachment "Messkit" "ValveBiped.Bip01_Spine" 1.00 -7.00 -3.50 rotate -20.00 120.00 80.00
$attachment "Canteen" "ValveBiped.Bip01_Spine" 1.00 -5.00 -9.00 rotate -25.00 120.00 70.00
$attachment "Pouch1" "ValveBiped.Bip01_Spine" 3.00 2.50 -0.00 rotate 0.00 90.00 90.00
$attachment "Pouch2" "ValveBiped.Bip01_Spine" -0.00 -4.00 0.00 rotate -90.00 -90.00 0.00
$attachment "Breadbag" "ValveBiped.Bip01_Spine" 4.00 -4.50 -5.00 rotate -25.00 110.00 80.00
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 4.00 0.00 -2.50 rotate -0.00 0.00 -90.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" -4.00 -2.50 0.00 rotate 0.00 180.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 -0.00 rotate 0.00 -0.00 0.00
$surfaceprop "flesh"
$eyeposition 0.000 67.149 0.000
$illumposition -14.967 -0.002 35.526
$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 94.0
	$inertia 10.00
	$damping 1.75
	$rotdamping 10.00
	$rootbone "valvebiped.bip01_pelvis"
	$jointmassbias "valvebiped.bip01_pelvis" 2.60

	$jointmassbias "valvebiped.bip01_spine" 3.00
	$jointconstrain "valvebiped.bip01_spine" x limit -8.00 8.00 0.00
	$jointconstrain "valvebiped.bip01_spine" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine" z limit -15.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_spine2" 3.40
	$jointconstrain "valvebiped.bip01_spine2" x limit -15.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 15.00 0.00

	$jointmassbias "valvebiped.bip01_l_upperarm" 0.80
	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -91.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -80.00 23.00 0.00

	$jointmassbias "valvebiped.bip01_l_forearm" 0.60
	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -123.00 -3.00 0.00

	$jointmassbias "valvebiped.bip01_l_hand" 0.20
	$jointconstrain "valvebiped.bip01_l_hand" x limit -52.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -12.00 8.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -52.00 -1.00 0.00

	$jointmassbias "valvebiped.bip01_r_upperarm" 0.80
	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -20.00 91.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -80.00 24.00 0.00

	$jointmassbias "valvebiped.bip01_r_forearm" 0.60
	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 -3.00 0.00

	$jointmassbias "valvebiped.bip01_r_hand" 0.20
	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -8.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -52.00 -1.00 0.00

	$jointmassbias "valvebiped.bip01_r_thigh" 1.30
	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 33.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 24.00 0.00

	$jointmassbias "valvebiped.bip01_r_calf" 0.80
	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -6.00 116.00 0.00

	$jointmassbias "valvebiped.bip01_r_foot" 0.40
	$jointconstrain "valvebiped.bip01_r_foot" x limit -17.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00

	$jointmassbias "valvebiped.bip01_l_thigh" 1.30
	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -8.00 33.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -79.00 24.00 0.00

	$jointmassbias "valvebiped.bip01_l_calf" 0.80
	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -6.00 116.00 0.00

	$jointmassbias "valvebiped.bip01_l_foot" 0.40
	$jointconstrain "valvebiped.bip01_l_foot" x limit -17.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -25.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_neck1" x limit -72.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_neck1" y limit -37.00 33.00 0.00
	$jointconstrain "valvebiped.bip01_neck1" z limit -19.00 45.00 0.00
}

This won’t have fixed the code, but it is a better .qc.

Thanks, I’ll use your qc as a base.

Basically, I fixed the body groups and removed all the useless skins.

Thanks.

It seems the problem comes from the position of my eyes in the QC file, Although I use 3dsmax coordinates, they seems to be wrong, how can I calculate thems properly ?

Whats the rotation between 3dmax and Source? usually its 90 degrees clockwise on the z axis (I think, but i’m not entirely sure), so try swapping your y and z values for the eye positions.

Right, it’s being some kind of madness.

Is there anyone here using 3dsmax 8 that managed to find the “how to find eye coordinates” ?

You don’t change a thing using Max, unless you are using the Y axis as your up. If you are, switch the Z and Y coordinates in your .qc, and make the Z negative. You can use qc_eyes.exe (found in sourcesdk/bin/orangebox/bin) to cook up the .qc code for you. It has visual representation of where the eye coordinates should come from.

switching the coordinates worked, but the eyes are still white, in 3dsmax they appear fine.

[editline]08:27PM[/editline]

Managed to find out, it was missing pupil vmt/vtf and some glint vmt.

Now for some reason the pupils are stretched.
Oh well.