Model Animations - Help

Hello everyone.

So I’ve recently began to ponder if I could transfer ragdolls from being ragdolls to playermodels.
Upon downloading blender, notepad ++ and studio compiler(it comes with a decompiler) and learning how to decompile and compile.
I’ve noticed that the playermodel is T posed.

I’m begining to think the problem is in the QC it self.
Someone told me if it has valve biped it should work with animations given.
Anyway here is the QC file.

And yes I’m trying to make a quarian playermodel.
I’ve found models which I tried in Tiramisu, however they errr, have a broken back.
I think Tiramisu forces animations onto them, but not as they should be.


$cd "C:\Users\Dug\Desktop\Decompiled models\quarianmale"
$modelname "quarianmale.mdl"
$model "quarian" "reference.smd"
$includemodel "models/humans/male_shared.mdl"
$includemodel "models/humans/male_ss.mdl"
$includemodel "models/humans/male_gestures.mdl"
$includemodel "models/humans/male_postures.mdl"


$cdmaterials "models\malequarian\"
$texturegroup skinfamilies
{
	{"QRN_ARM_MED_Diff_Stack.vmt"
 "fb_Render_Mask.vmt"
}
 	{"qrn_arm_med_diff_stack2.vmt"
 "fb_Render_Mask.vmt"
}
 	{"qrn_arm_med_diff_stack3.vmt"
 "fb_Render_Mask.vmt"
}
 	{"qrn_arm_med_diff_stack4.vmt"
 "fb_Render_Mask.vmt"
}
 	{"qrn_arm_med_diff_stack5.vmt"
 "fb_Render_Mask.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 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 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
$surfaceprop "flesh"
$eyeposition -0.000 -0.000 70.000
$illumposition -0.000 0.654 36.127
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00


So, ideas?

Are those quarians actually on valve biped?

I am making a wild asumption they are because they can be used as a fully functional playermodel in tiramisu gamemode. However, their body is messed up. And they end up walking like a old man without a stick.

That’s a symptom of them not being on the valvebiped.
I can guarantee you that they are not. That’s your primary problem.
The QC is fine.

Then I suppose I should rig them to a valve biped?