Invisible Model Problems. Help Greatly Appreciated.

Well I have been trying to do a basic head hack of a skeleton and a suit and so far have got it working in smd form but when i compile it the problems start.


as you can see the model is completely invisible. It is not a problem with view being centered as i have already tried that.


When i switch to the model tab you can see that it says the model is opaque.


It gets even more confusing as when i switch to the physics tab i see the model fully textured and with no problems.

I use GuiStudioMdl to compile and have tried compiling with both the ep1 and orange box settings.

Here is the Qc file


$cd "C:\Users\Gracen\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2"
$modelname "Humans\suits2\Male_01_headhack.mdl"
$model "male_01" "male_01_reference_headhack.smd" {
}    
$model "ties" "tie1.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie2.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie3.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie4.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie5.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie6.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie7.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie8.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie9.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie10.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie11.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$model "ties" "tie12.smd" {
     flexfile "mdldecompiler_expressions.vta" {
     }
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
$cdmaterials "models\Humans\suits\"
$cdmaterials "models\Humans\Male\"
$cdmaterials "models\humans\male\"
$cdmaterials "models\skeleton\"
$texturegroup skinfamilies
{
	{"suit_sheet.vmt"
 "arms_black.vmt"
}
 	{"suit_sheet2.vmt"
 "arms_black.vmt"
}
 	{"suit_sheet3.vmt"
 "arms_black.vmt"
}
 	{"suit_sheet4.vmt"
 "arms_black.vmt"
}
 	{"suit_sheet5.vmt"
 "arms_black.vmt"
}
 	{"suit_sheet6.vmt"
 "arms_black.vmt"
}
 }
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  3.310
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510  1.750  2.250
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000  1.810  1.620
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  2.500
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390  2.000  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500  1.800  2.450
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  1.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500  5.000
$hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500  7.000
// Model uses material "suit_sheet.vmt"
// Model uses material "arms_black.vmt"
// Model uses material "suit_sheet2.vmt"
// Model uses material "suit_sheet3.vmt"
// Model uses material "suit_sheet4.vmt"
// Model uses material "suit_sheet5.vmt"
// Model uses material "suit_sheet6.vmt"
// Model uses material "tiesandties.vmt"
// Model uses material "skeleton_bleached.vmt"
// Model uses material "skeleton_bleached.vmt"
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" -0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$includemodel "player/male_anims.mdl"
$surfaceprop "flesh"
$illumposition -0.000 0.654 36.127
$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 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -10.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -90.00 45.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 115.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -10.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -90.00 45.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 115.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00

	$jointconstrain "tie1" x limit 0.00 0.00 0.00
	$jointconstrain "tie1" y limit -100.00 100.00 0.00
	$jointconstrain "tie1" z limit 0.00 115.00 0.00

	$jointconstrain "tie2" x limit 0.00 0.00 0.00
	$jointconstrain "tie2" y limit -40.00 40.00 0.00
	$jointconstrain "tie2" z limit -110.00 120.00 0.00

	$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -140.00 110.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_clavicle" z limit -0.00 40.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -110.00 140.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -26.00 30.00 0.00

	$jointconstrain "tie3" x limit 0.00 0.00 0.00
	$jointconstrain "tie3" y limit -30.00 30.00 0.00
	$jointconstrain "tie3" z limit -110.00 120.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 70.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}


Any help is greatly appreciated as i would really like to see this finished.

Just found out that whenever my model collides with the world in Garrys Mod (such as jumping) it shows up for a brief moment then disappears again.

a) rebuild the bodygroups of your decompiled model
b) import model and phymodel, import ragdoll over them, export them again with the ragdoll on them.

I have done a) which has not worked and i am now going to try b).
by the way quick question on guistudiomdl. For GarrysMod do i compile using ep1 or orange box.

the options on GUIStudio have to be set up manually, but, I haven’t seen anything go wrong using any of them.

Ok because when i tried to compile using ep1 it came up with a bounding box error for my ragdoll.

While attempting to do option b) I imported my Ragdoll.smd onto my reference smd and the whole model went invisible. Is this a Problem?

I recommend selecting “Do not fix rotations on animations.” on the Model Decompile (be sure you decompile the original working model) then edit you model in.

Thanks

[editline]18th June 2013[/editline]

Ok i have tried method b) and it has failed.

But an interesting development

As you can see when in the default rag doll pose the model is invisible but when in the reference pose it appears.

Is a rag doll Supposed to be invisible?

on top of that i get this error when compiling now no matter what engine i use for compiling. WARNING: @ragdoll : bounding box out of range : -131034 -130505 -41 : 35 -9999 35

I also have tried finding the setting “Do not fix rotations on animations.” but cannot manage to find it.

Here is the log from the compiler.


GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/

Loaded QC file - "C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2\mdldecompiler.qc"

Created command line: "C:\Program Files\Steam\steamapps\crudcakesxd\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod" -nop4 -nox360 "C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2\mdldecompiler.qc"

qdir:    "c:\users\Me\desktop\skulduggery pleasant\skulduggery\models\humans\suits2\"
gamedir: "C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\"
g_path:  "C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2\mdldecompiler.qc"
Building binary model files...
Working on "mdldecompiler.qc"
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/male_01_reference.001.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie1.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie2.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie3.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie4.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie5.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie6.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie7.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie8.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie9.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie10.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie11.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/tie12.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/ragdoll.smd
SMD MODEL C:\Users\Me\Desktop\Skulduggery Pleasant\Skulduggery\models\humans\suits2/phymodel.smd
WARNING: @ragdoll : bounding box out of range : -131034 -130505 -41 : 35 -9999 35
Processing jointed collision model
ValveBiped.Bip01_Pelvis  ( 29 verts, 1 convex elements) volume: 404.20
ValveBiped.Bip01_Spine2  ( 40 verts, 1 convex elements) volume: 806.29
ValveBiped.Bip01_Head1   ( 77 verts, 1 convex elements) volume: 111.19
ValveBiped.Bip01_R_Clavicle ( 40 verts, 1 convex elements) volume: 45.81
ValveBiped.Bip01_R_UpperArm ( 18 verts, 1 convex elements) volume: 82.01
ValveBiped.Bip01_R_Forearm ( 21 verts, 1 convex elements) volume: 59.87
ValveBiped.Bip01_R_Hand  (  9 verts, 1 convex elements) volume: 14.24
ValveBiped.Bip01_L_Clavicle ( 40 verts, 1 convex elements) volume: 45.80
ValveBiped.Bip01_L_UpperArm ( 17 verts, 1 convex elements) volume: 79.76
ValveBiped.Bip01_L_Forearm ( 20 verts, 1 convex elements) volume: 59.61
ValveBiped.Bip01_L_Hand  (  8 verts, 1 convex elements) volume: 12.83
Tie1                     (  8 verts, 1 convex elements) volume: 6.27
Tie2                     (  8 verts, 1 convex elements) volume: 11.34
Tie3                     (  8 verts, 1 convex elements) volume: 7.83
ValveBiped.Bip01_R_Thigh ( 23 verts, 1 convex elements) volume: 234.84
ValveBiped.Bip01_R_Calf  ( 23 verts, 1 convex elements) volume: 164.67
ValveBiped.Bip01_R_Foot  ( 12 verts, 1 convex elements) volume: 111.15
ValveBiped.Bip01_L_Thigh ( 23 verts, 1 convex elements) volume: 235.25
ValveBiped.Bip01_L_Calf  ( 23 verts, 1 convex elements) volume: 162.49
ValveBiped.Bip01_L_Foot  ( 12 verts, 1 convex elements) volume: 111.15
Collision model completed.
---------------------
writing C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\models/Humans\suits2\Male_01_headhack.mdl:
bones        15532 bytes (61)
animations    1324 bytes (1 anims) (103 frames) [0:03]
sequences      460 bytes (1 seq) 
ik/pose       2556 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
fl/á}Y@exes           0 bytes (0 flexes)
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       700 bytes
keyvalues        0 bytes
bone transforms     8360 bytes
Collision model volume 2766.59 in^3
collision        0 bytes
total        32788
---------------------
writing C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\models/Humans\suits2\Male_01_headhack.vvd:
vertices    293760 bytes (6120 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
vertices      2976 bytes (62 vertices)
tangents     97920 bytes (6120 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangen/á}Y@ts       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
tangents       992 bytes (62 vertices)
total       439360 bytes
---------------------
Generating optimized mesh "C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\models/Humans\suits2\Male_01_headhack.sw.vtx":
body parts:       104 bytes
models:           260 bytes
model LODs:       156 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           405 bytes
verts:          61776 bytes
indices:        62220 bytes
bone changes:       8 bytes
everything:    125319 bytes
---------------------
Generating optimized mesh "C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\models/Humans\suits2\Male_01_headhack.dx80.vtx":
body parts:       104 bytes
models:           260 bytes
model LODs:       156 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           540 bytes
verts:          64674 bytes
indices:        62220 bytes
bone changes:    1256 bytes
everything:    129600 bytes
---------------------
Generating optimized mesh "C:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\models/Humans\suits2\Male_01_headhack.dx90.vtx":
body parts:       104 bytes
models:           260 bytes
model LODs:       156 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           405 bytes
verts:          61776 bytes
indices:        62220 bytes
bone changes:     904 bytes
everything:    126215 bytes

Completed "mdldecompiler.qc"

if that happens, export a new ragdoll from your reference.

Would you happen to have a link to a tutorial to do that in blender i have been searching google for hours and cant find anything really useful.

If need be you can use your reference directly instead of the ragdoll in the sequence line. It’s just not as clean :stuck_out_tongue:

Have you added or modified any of the existing bones? This usually happens to me when I’m using the wrong idle sequence. Try making a new one with your new model.

Make a copy of your reference mesh and name it “idle”, then add this to your .qc: $sequence idle “idle.smd” loop
If that fixes it, you’ll probably have to make a new ragdoll


Thank you so much for your help as you can see by the image it is now showing up correctly.

I have just one more question. In the qc file i have added this line $includemodel “player/male_anims.mdl”
However the model in garrys mod is in the t pose and does not seem to have any player animations do you know what could be causing this?

Replace $includemodel “player/male_anims.mdl” with $includemodel “m_anm.mdl” for player animations

Thanks heaps that seemed to do the trick.

Well i guess that means problem solved thanks again.