Limbs falling of on model

Uhm I’ve been tearing out my hair for a while now, but just can’t figure it out. For some reason the limbs - specifically the legs on a ragdoll I’m attempting to rig just seem to be disconnected from the rest of the body.

My assumption is, that is has something to do with the collision model, since the upper body seems to sort of spasm out when I attempt to move the chest in gmod.

If anyone knew how to fix it I’d be grateful.

Reference pic
http://localhostr.com/files/825234/Bez%20nzvu.jpg

Ragdoll smd http://localhostr.com/files/5439f1/phymodel.smd
Collision smd http://localhostr.com/files/b2c0e3/fem_pris_ref.SMD

QC


$cd "E:\My scribbles\!3d_projects\fem_prisoner"
$modelname "kit\pariah_F\pariah_female.mdl"
$model "Pariah Female prisoner" "fem_pris_ref.smd"
$poseparameter move_yaw -180.00 180.00
$cdmaterials "Models\kit\pariah\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -2.250  -5.000  -3.150  7.250  5.000  3.350
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -0.810  -2.250  -3.050  11.191  2.750  1.200
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.250  -1.880  -2.000  11.750  1.620  1.000
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.070  -1.500  6.000  0.680  3.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.500  -2.250  -1.250  11.500  2.750  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.820  -1.900  -1.150  11.180  1.600  1.850
$hbox 5 "ValveBiped.Bip01_R_Hand" -0.500  -1.130  -3.250  5.500  0.630  1.750
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.500  -3.500  -3.250  17.500  4.500  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.740  -2.350  -2.150  17.740  3.650  2.350
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.000  -1.800  -1.450  6.000  3.200  2.050
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.170  -1.500  -1.300  2.570  0.300  1.700
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.500  -3.500  -3.000  17.500  4.500  3.000
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.740  -2.350  -2.350  17.740  3.650  2.150
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.000  -1.750  -2.150  6.000  3.250  1.350
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.000  -1.380  -1.630  2.740  0.380  1.630
$hbox 3 "ValveBiped.Bip01_Pelvis" -5.250  -3.880  -6.250  5.750  4.120  3.750
$hbox 3 "ValveBiped.Bip01_Spine1" -4.500  -2.000  -4.980  3.500  6.000  4.970
$hbox 2 "ValveBiped.Bip01_Spine2" -0.500  -2.500  -6.000  10.500  7.500  6.000

$surfaceprop "flesh"
$eyeposition 0.065 -0.000 65.127
$illumposition -0.144 0.043 35.480
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$jigglebone "jiggle1" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "jiggle2" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}


$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 60.0
	$inertia 5.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	

Are all the bones correctly linked? Also, that’s pretty funny :v:

looks like mr fantastic

Man, you forget abaut limits. Here :



$collisionjoints "PHY REFERENCE NAME.smd" {

 $mass 60.0
 $inertia 5.00
 $damping 0.01
 $rotdamping 1.50
 $rootbone "valvebiped.bip01_pelvis"
 $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

 $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 -12.00 12.00 0.00
 $jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
 $jointconstrain "valvebiped.bip01_l_calf" z limit -6.00 116.00 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 -12.00 12.00 0.00
 $jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
 $jointconstrain "valvebiped.bip01_r_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 17.00 0.00
 $jointconstrain "valvebiped.bip01_l_foot" y limit -26.00 26.00 0.00
 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00
 
 $jointmassbias "valvebiped.bip01_r_foot" 0.40
 $jointconstrain "valvebiped.bip01_r_foot" x limit -17.00 17.00 0.00
 $jointconstrain "valvebiped.bip01_r_foot" y limit -26.00 26.00 0.00
 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00
 
 $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 20.00 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 24.00 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 -135.00 -3.00 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 -135.00 -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 -21.00 23.00 0.00
 $jointconstrain "valvebiped.bip01_r_hand" z limit -52.00 -1.00 0.00
 
 $jointmassbias "valvebiped.bip01_l_hand" 0.20
 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
 $jointconstrain "valvebiped.bip01_l_hand" y limit -21.00 23.00 0.00
 $jointconstrain "valvebiped.bip01_l_hand" z limit -52.00 -1.00 0.00
}


I hope that will fix your bug.

nah the bug was elsewhere. I sort of didn’t rig anything to the pelvic bone so the spine and legs lacked an uh “negotiator”.

did you link the bones correctly? like if you select and drag the pivot bone, all bones will be dragged too

Then I can rigg it again for you.

Like I’ve said, fixed the main issue (a few minor ones still remain) but once I get rid of those, add smoothing groups and learn eyeposing I think it would be release worthy alongside some of the weapons from pariah

http://localhostr.com/files/f1ccec/Bez%20nzvu.jpg

But if you’d be willing to fix the finger bone weighting on a different model… :stuck_out_tongue: