I need help converting v_models to c_models

Hello all . I am currently working on a new SWEP pack for Garry’s Mod, and I need help with modelling. I’m using skins from hl2.gamebanana.com, but I want to convert them to c_models. I heard you can simply delete the Half-life 2 hands on the model, but when I do that and try to recompile it with Crowbar I get this error: ERROR: c:\users\owner\desktop\aug\c_auga30.qc(9): - missing all bones in file ‘c_auga30_reference.smd’. I am using Blender. Any help is appreciated. Thanks!

P.S. I am very new to modelling so please refrain from using big words :slight_smile:

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Show the .QC

// Created by Crowbar 0.35.0.0

$include c_arms_definebones.qci

$ModelName “weapons\c_auga30.mdl”

$BodyGroup “studio”
{
studio “c_auga30_reference.smd”
}

$SurfaceProp “default”

$Contents “solid”

$CDMaterials “models\Weapons\c_arms_citizen”
$CDMaterials “models\Weapons\auga3”

$Attachment “muzzle” “ValveBiped.muzzle” 5 0 0 rotate 0 0 0
$Attachment “1” “ValveBiped.eject” 0 -1 8 rotate 0 18 0
$attachment “clavicle_r” “ValveBiped.Bip01_R_Clavicle” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “upper_r” “ValveBiped.Bip01_R_UpperArm” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “for_r” “ValveBiped.Bip01_R_Forearm” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “hand_r” “ValveBiped.Bip01_R_Hand” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “clavicle_l” “ValveBiped.Bip01_L_Clavicle” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “upper_l” “ValveBiped.Bip01_L_UpperArm” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “for_l” “ValveBiped.Bip01_L_Forearm” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “hand_l” “ValveBiped.Bip01_L_Hand” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “smallstart_l” “ValveBiped.Bip01_L_Finger4” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “smallmid_l” “ValveBiped.Bip01_L_Finger41” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “smallend_l” “ValveBiped.Bip01_L_Finger42” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “ringstart_l” “ValveBiped.Bip01_L_Finger3” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “ringmid_l” “ValveBiped.Bip01_L_Finger31” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “ringend_l” “ValveBiped.Bip01_L_Finger32” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “middlestart_l” “ValveBiped.Bip01_L_Finger2” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “middlemid_l” “ValveBiped.Bip01_L_Finger21” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “middleend_l” “ValveBiped.Bip01_L_Finger22” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “pointstart_l” “ValveBiped.Bip01_L_Finger1” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “pointmid_l” “ValveBiped.Bip01_L_Finger11” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “pointend_l” “ValveBiped.Bip01_L_Finger12” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “thumbstart_l” “ValveBiped.Bip01_L_Finger0” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “thumbmid_l” “ValveBiped.Bip01_L_Finger01” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “thumbend_l” “ValveBiped.Bip01_L_Finger02” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “smallstart_r” “ValveBiped.Bip01_R_Finger4” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “smallmid_r” “ValveBiped.Bip01_R_Finger41” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “smallend_r” “ValveBiped.Bip01_R_Finger42” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “ringstart_r” “ValveBiped.Bip01_R_Finger3” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “ringmid_r” “ValveBiped.Bip01_R_Finger31” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “ringend_r” “ValveBiped.Bip01_R_Finger32” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “middlestart_r” “ValveBiped.Bip01_R_Finger2” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “middlemid_r” “ValveBiped.Bip01_R_Finger21” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “middleend_r” “ValveBiped.Bip01_R_Finger22” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “pointstart_r” “ValveBiped.Bip01_R_Finger1” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “pointmid_r” “ValveBiped.Bip01_R_Finger11” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “pointend_r” “ValveBiped.Bip01_R_Finger12” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “thumbstart_r” “ValveBiped.Bip01_R_Finger0” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “thumbmid_r” “ValveBiped.Bip01_R_Finger01” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “thumbend_r” “ValveBiped.Bip01_R_Finger02” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00

$CBox 0 0 0 0 0 0

$BBox 3.618 -19.355 -33.388 43.317 6.371 0.173

// $HBoxSet “default”

$DefineBone “ValveBiped.Bip01_L_Clavicle” “” 1.937665 -7.090958 57.191814 16.285012 -0.330367 90.30256 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_UpperArm” “ValveBiped.Bip01_L_Clavicle” 6.028143 0.000007 0 -75.092651 -71.833496 -91.620309 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Forearm” “ValveBiped.Bip01_L_UpperArm” 11.692548 -0.000006 -0.000003 0 -20.800144 0 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Hand” “ValveBiped.Bip01_L_Forearm” 11.481658 -0.000002 -0.000031 -1.608522 2.542787 90.136061 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger4” “ValveBiped.Bip01_L_Hand” 3.859722 -0.142403 -1.191984 7.699638 -55.291574 -27.317542 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger41” “ValveBiped.Bip01_L_Finger4” 1.312567 -0.000006 -0.000021 -0.000001 -16.005457 -0.000002 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger42” “ValveBiped.Bip01_L_Finger41” 0.729361 -0.000011 0.000022 -0.000001 -5.557286 -0.000002 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger3” “ValveBiped.Bip01_L_Hand” 3.94232 0.046773 -0.431445 5.010288 -42.489398 -8.311727 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger31” “ValveBiped.Bip01_L_Finger3” 1.539091 -0.000003 -0.000014 0 -17.727824 0 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger32” “ValveBiped.Bip01_L_Finger31” 1.196325 -0.000006 -0.000006 0 -29.87018 0 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger2” “ValveBiped.Bip01_L_Hand” 3.883689 -0.046769 0.431429 1.250768 -33.682296 4.921822 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger21” “ValveBiped.Bip01_L_Finger2” 1.719571 -0.000004 -0.000002 0.316045 -20.997699 0.000001 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger22” “ValveBiped.Bip01_L_Finger21” 1.209187 -0.000009 -0.00001 0.176702 -12.398747 0.000001 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger1” “ValveBiped.Bip01_L_Hand” 3.859869 -0.137949 1.332457 -2.449394 -30.465195 20.308434 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger11” “ValveBiped.Bip01_L_Finger1” 1.719439 -0.000014 -0.000003 0.233425 -20.798879 0.000001 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger12” “ValveBiped.Bip01_L_Finger11” 1.099669 -0.000005 0.000006 0.148742 -13.999075 0.000001 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger0” “ValveBiped.Bip01_L_Hand” 0.806046 -0.34892 1.321243 -35.907036 -52.827282 -66.827562 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger01” “ValveBiped.Bip01_L_Finger0” 1.789781 -0.000002 0.000002 0.000001 10.839159 0.000001 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_L_Finger02” “ValveBiped.Bip01_L_Finger01” 1.206999 -0.000002 -0.000002 0 17.539443 0 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01” “” -0.000005 -9.614098 35.583786 0 0 89.999983 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_Spine” “ValveBiped.Bip01” 0.000005 3.345129 -2.981906 4.944225 89.999983 89.999983 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_Spine1” “ValveBiped.Bip01_Spine” 4.018348 0.000013 0 0 -1.675443 0 0 0 0 0 0 0
$DefineBone “ValveBiped.Bip01_Spine2” “ValveBiped.Bip01_Spine1” 3.518555 -0.000009 0 0 5.74883 0 0 0 0 0 0 0
$DefineBone “ValveBiped.base” “ValveBiped.Bip01_Spine2” 11.636115 20.498377 -8.400478 -89.999983 -89.129202 0 0 0 0 0 0 0
$DefineBone “ValveBiped.eject” “ValveBiped.base” -0.488873 2.223215 -1.367222 -0.000019 180.000007 180.000007 0 0 0 0 0 0
$DefineBone “ValveBiped.muzzle” “ValveBiped.base” 0.01897 0.548834 13.887926 -89.999983 0 0 0 0 0 0 0 0

$Sequence “idle01” {
“c_auga30_anims\idle01.smd”
activity “ACT_VM_IDLE” 1
fadein 0.2
fadeout 0.2
node “Ready”
fps 30
loop
}

$Sequence “fire01” {
“c_auga30_anims\fire01.smd”
activity “ACT_VM_PRIMARYATTACK” 1
{ event AE_MUZZLEFLASH 0 “COMBINE MUZZLE” }
{ event 6001 0 “1” }
fadein 0.2
fadeout 0.2
node “Fire”
snap
fps 30
}

$Sequence “fire02” {
“c_auga30_anims\fire02.smd”
activity “ACT_VM_RECOIL1” 1
{ event AE_MUZZLEFLASH 0 “COMBINE MUZZLE” }
{ event 6001 0 “1” }
fadein 0.2
fadeout 0.2
node “Fire”
snap
fps 30
}

$Sequence “fire03” {
“c_auga30_anims\fire03.smd”
activity “ACT_VM_RECOIL2” 1
{ event AE_MUZZLEFLASH 0 “COMBINE MUZZLE” }
{ event 6001 0 “1” }
fadein 0.2
fadeout 0.2
node “Fire”
snap
fps 30
}

$Sequence “fire04” {
“c_auga30_anims\fire04.smd”
activity “ACT_VM_RECOIL3” 1
{ event AE_MUZZLEFLASH 0 “COMBINE MUZZLE” }
{ event 6001 0 “1” }
fadein 0.2
fadeout 0.2
node “Fire”
snap
fps 30
}

$Sequence “altfire” {
“c_auga30_anims\altfire.smd”
activity “ACT_VM_SECONDARYATTACK” 1
{ event AE_MUZZLEFLASH 0 “COMBINE MUZZLE” }
fadein 0.2
fadeout 0.2
node “Fire”
snap
fps 30
}

$Sequence “draw” {
“c_auga30_anims\draw.smd”
activity “ACT_VM_DRAW” 1
fadein 0.2
fadeout 0.2
node “Ready”
fps 30
}

$Sequence “holster” {
“c_auga30_anims\holster.smd”
activity “ACT_VM_HOLSTER” 1
fadein 0.2
fadeout 0.2
node “Ready”
fps 30
}

$Sequence “reload” {
“c_auga30_anims\reload.smd”
activity “ACT_VM_RELOAD” 1
{ event 5004 0 “Weapon_aug.reload” }
fadein 0.2
fadeout 0.2
node “Ready”
fps 20
}

$Sequence “dryfire” {
“c_auga30_anims\dryfire.smd”
activity “ACT_VM_DRYFIRE” 1
fadein 0.2
fadeout 0.2
node “Fire”
fps 30
}

$Sequence “idletolow” {
“c_auga30_anims\idletolow.smd”
activity “ACT_VM_LOWERED_TO_IDLE” 1
fadein 0.2
fadeout 0.2
transition “Ready” “Low”
fps 20
}

$Sequence “lowtoidle” {
“c_auga30_anims\lowtoidle.smd”
activity “ACT_VM_IDLE_TO_LOWERED” 1
fadein 0.2
fadeout 0.2
transition “Low” “Ready”
fps 20
}

$Sequence “lowidle” {
“c_auga30_anims\lowidle.smd”
activity “ACT_VM_IDLE_LOWERED” 1
fadein 0.2
fadeout 0.2
node “Low”
fps 15
loop
}