Model is acting wierd

So yeah, hi. I made some changes to a model and the head started acting like it wasn’t connected to the other bones. I couldn’t figure out what it was so i’m asking you guys. Heres the pic in the modelbrowser :

(Really shitty reskin/changes to single vertices/) And heres in gmod

And here’s the qc : $cd “C:\Users\User\Desktop\Model\Asian Kid”
$modelname “Lillwasa\Asiankid.mdl”
$model “studio” “realmature.smd.smd” {
flexfile “mdldecompiler_expressions.vta” {
flex “R_up_eyelid” frame 5
flex “R_low_eyelid” frame 6
flex “L_low_eyelid” frame 7
flex “L_up_eyelid” frame 8
flex “R_eyebrow_up” frame 9
flex “R_eyebrow_low” frame 10
flex “L_eyebrow_low” frame 11
flex “L_eyebrow_up” frame 12
flex “jaw_open” frame 13
flex “jaw_front” frame 14
flex “what” frame 15
}
eyeball righteye Hero_Head -0.630 -2.550 45.500 eyeball_r 1.000 4.000 pupil_r 0.630
eyeball lefteye Hero_Head 1.490 -2.550 45.500 eyeball_l 1.000 -4.000 pupil_l 0.630
// If you uncomment the following lines the eyes will be closed
// I’m including it anyway in case anyone wants to experiment
// eyelid upper_right “mdldecompiler_expressions.vta” lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split 0.1 eyeball righteye
// eyelid lower_right “mdldecompiler_expressions.vta” lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split 0.1 eyeball righteye
// If you uncomment the following lines the eyes will be closed
// I’m including it anyway in case anyone wants to experiment
// eyelid upper_left “mdldecompiler_expressions.vta” lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye
// eyelid lower_left “mdldecompiler_expressions.vta” lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye
flexcontroller phoneme blank “range” 0.000 1.000
flexcontroller phoneme R_up_eyelid “range” 0.000 1.000
flexcontroller phoneme R_low_eyelid “range” 0.000 1.000
flexcontroller phoneme L_low_eyelid “range” 0.000 1.000
flexcontroller phoneme L_up_eyelid “range” 0.000 1.000
flexcontroller phoneme R_eyebrow_up “range” 0.000 1.000
flexcontroller phoneme R_eyebrow_low “range” 0.000 1.000
flexcontroller phoneme L_eyebrow_low “range” 0.000 1.000
flexcontroller phoneme L_eyebrow_up “range” 0.000 1.000
flexcontroller phoneme jaw_open “range” 0.000 1.000
flexcontroller phoneme jaw_front “range” 0.000 1.000
flexcontroller phoneme what “range” 0.000 1.000
flexcontroller phoneme blank “range” 0.000 1.000
%R_up_eyelid = R_up_eyelid
%R_low_eyelid = R_low_eyelid
%L_low_eyelid = L_low_eyelid
%L_up_eyelid = L_up_eyelid
%R_eyebrow_up = R_eyebrow_up
%R_eyebrow_low = R_eyebrow_low
%L_eyebrow_low = L_eyebrow_low
%L_eyebrow_up = L_eyebrow_up
%jaw_open = jaw_open
%jaw_front = jaw_front
%what = what
}
$cdmaterials “models\Asiankid”
$hboxset “default”
$hbox 0 “Hero_Pelvis” -8.902 -5.239 -5.906 7.680 6.992 6.649
$hbox 0 “Hero_L_Thigh” -2.269 -3.687 -3.549 11.403 4.243 4.143
$hbox 0 “Hero_L_Calf” -1.669 -3.733 -3.432 10.893 4.385 3.224
$hbox 0 “ValveBiped.Bip01_L_Foot” -3.189 -3.476 -2.865 4.139 6.099 3.492
$hbox 0 “ValveBiped.Bip01_L_Toe0” -1.688 -0.055 -2.664 3.806 3.504 3.492
$hbox 0 “Hero_R_Thigh” -2.269 -3.687 -4.139 11.403 4.240 3.549
$hbox 0 “Hero_R_Calf” -1.640 -3.734 -3.226 10.454 4.376 3.434
$hbox 0 “ValveBiped.Bip01_R_Foot” -3.189 -3.507 -3.573 4.139 6.075 2.865
$hbox 0 “ValveBiped.Bip01_R_Toe0” -1.713 -0.055 -3.573 3.781 3.504 2.583
$hbox 0 “Hero_Spine” -2.504 -3.642 -5.104 3.213 3.997 4.958
$hbox 0 “Hero_Spine1” -1.737 -3.138 -4.429 5.420 3.809 4.780
$hbox 0 “Hero_Spine2” -0.494 -3.077 -4.667 10.048 3.649 4.965
$hbox 0 “Hero_Neck” -0.321 -2.008 -1.998 3.921 2.189 1.986
$hbox 0 “Hero_Head” -2.227 -4.542 -3.667 8.607 4.093 3.647
$hbox 0 “Face_Jaw” -2.346 -4.167 -1.990 2.386 0.000 0.459
$hbox 0 “Face_R_Cheek” -0.360 -1.069 -0.656 0.930 1.101 1.093
$hbox 0 “Face_L_Cheek” -0.926 -1.071 -0.657 0.394 1.101 1.093
$hbox 0 “Face_R_CheekBone” -0.813 -0.499 -0.778 1.551 1.869 1.344
$hbox 0 “Face_L_CheekBone” -1.543 -0.502 -0.778 0.884 1.869 1.344
$hbox 0 “Face_R_outBrow” -0.374 -0.655 -0.473 0.778 1.086 0.878
$hbox 0 “Face_L_outBrow” -0.774 -0.656 -0.472 0.481 1.098 0.877
$hbox 0 “Face_R_midBrow” -0.755 -0.274 -0.456 0.694 1.107 0.926
$hbox 0 “Face_L_midBrow” -0.692 -0.275 -0.458 0.830 1.129 0.924
$hbox 0 “Hero_L_Clavicle” -0.046 -3.354 -4.257 7.722 2.466 2.478
$hbox 0 “Hero_L_UpperArm” 0.000 -1.653 -1.644 8.120 1.782 1.359
$hbox 0 “Hero_L_Forearm” -1.011 -1.518 -1.127 8.482 1.317 1.009
$hbox 0 “ValveBiped.Bip01_L_Hand” -0.902 -1.431 -2.411 3.803 1.930 1.868
$hbox 0 “ValveBiped.Bip01_L_Finger0” 0.000 -0.635 -0.739 2.276 1.432 1.073
$hbox 0 “ValveBiped.Bip01_L_Finger01” -0.251 -0.499 -0.621 1.089 0.961 0.543
$hbox 0 “ValveBiped.Bip01_L_Finger1” -0.747 -0.685 -0.526 1.036 0.620 0.508
$hbox 0 “Rig_L_WristRoll” 0.000 -1.635 -2.138 8.517 1.604 1.483
$hbox 0 “Rig_L_UpperarmRoll” -0.872 -2.251 -2.220 3.751 1.924 1.634
$hbox 0 “Hero_R_Clavicle” -0.025 -3.391 -2.458 7.313 2.499 4.238
$hbox 0 “Hero_R_UpperArm” -0.000 -1.802 -1.154 8.119 1.812 1.999
$hbox 0 “Hero_R_Forearm” -1.011 -0.556 -1.009 7.844 1.316 1.127
$hbox 0 “ValveBiped.Bip01_R_Hand” -0.880 -1.465 -1.895 3.826 1.897 2.385
$hbox 0 “ValveBiped.Bip01_R_Finger0” 0.000 -0.611 -1.111 2.258 1.456 0.701
$hbox 0 “ValveBiped.Bip01_R_Finger01” -0.265 -0.473 -0.580 1.075 0.987 0.583
$hbox 0 “ValveBiped.Bip01_R_Finger1” -0.736 -0.722 -0.537 1.047 0.584 0.497
$hbox 0 “Rig_R_WristRoll” 0.000 -1.659 -1.507 8.551 1.581 2.090
$hbox 0 “Rig_R_UpperarmRoll” -1.198 -2.333 -1.377 3.750 1.955 2.491
// Model uses material “ms_asianKid_1_d.vmt”
// Model uses material “eyeball_r.vmt”
// Model uses material “eyeball_l.vmt”
// Model uses material “ms_asianKid_2_d.vmt”
// Model uses material “pupil_r.vmt”
// Model uses material “glint.vmt”
// Model uses material “pupil_l.vmt”
$attachment “eyes” “Hero_Head” 3.43 3.22 -0.00 rotate -0.00 89.53 90.00
$attachment “mouth” “Hero_Head” 0.80 -5.80 -0.15 rotate 0.00 -80.00 -90.00
$surfaceprop “flesh”
$eyeposition -0.000 0.000 70.000
$illumposition 0.540 0.392 25.655
$sequence ragdoll “ragdoll” ACT_DIERAGDOLL 1 fps 30.00
$collisionjoints “phymodel.smd” {

$mass 90.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "bone1"

$jointconstrain "hero_spine2" x limit -68.00 68.00 0.00
$jointconstrain "hero_spine2" y limit -56.00 56.00 0.00
$jointconstrain "hero_spine2" z limit -86.00 86.00 0.00

$jointconstrain "hero_r_upperarm" x limit -75.00 75.00 0.00
$jointconstrain "hero_r_upperarm" y limit -117.00 117.00 0.00
$jointconstrain "hero_r_upperarm" z limit -117.00 117.00 0.00

$jointconstrain "hero_l_upperarm" x limit -86.00 86.00 0.00
$jointconstrain "hero_l_upperarm" y limit -117.00 117.00 0.00
$jointconstrain "hero_l_upperarm" z limit -117.00 117.00 0.00

$jointconstrain "hero_l_forearm" x limit -50.00 50.00 0.00
$jointconstrain "hero_l_forearm" y limit 0.00 0.00 0.00
$jointconstrain "hero_l_forearm" z limit -138.00 17.00 0.00

$jointconstrain "valvebiped.bip01_l_hand" x limit -100.00 100.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -93.00 93.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -133.00 75.00 0.00

$jointconstrain "hero_head" x limit -79.00 79.00 0.00
$jointconstrain "hero_head" y limit -70.00 70.00 0.00
$jointconstrain "hero_head" z limit -70.00 70.00 0.00

$jointconstrain "hero_r_forearm" x limit -50.00 50.00 0.00
$jointconstrain "hero_r_forearm" y limit 0.00 0.00 0.00
$jointconstrain "hero_r_forearm" z limit -144.00 21.00 0.00

$jointconstrain "valvebiped.bip01_r_hand" x limit -100.00 100.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -93.00 93.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -100.00 100.00 0.00

$jointconstrain "hero_r_thigh" x limit -77.00 77.00 0.00
$jointconstrain "hero_r_thigh" y limit -91.00 91.00 0.00
$jointconstrain "hero_r_thigh" z limit -93.00 93.00 0.00

$jointconstrain "hero_r_calf" x limit 0.00 0.00 0.00
$jointconstrain "hero_r_calf" y limit -1.00 -1.00 0.00
$jointconstrain "hero_r_calf" z limit -133.00 5.00 0.00


$jointconstrain "hero_l_thigh" x limit -67.00 70.00 0.00
$jointconstrain "hero_l_thigh" y limit -84.00 77.00 0.00
$jointconstrain "hero_l_thigh" z limit -79.00 93.00 0.00

$jointconstrain "hero_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "hero_l_calf" y limit 0.00 0.00 0.00
$jointconstrain "hero_l_calf" z limit -133.00 6.00 0.00

$jointconstrain "valvebiped.bip01_l_foot" x limit -61.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -44.00 44.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -48.00 48.00 0.00

$jointconstrain "valvebiped.bip01_r_foot" x limit -41.00 41.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -59.00 59.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -61.00 61.00 0.00

}
And all credits for the model to LillWaza
Thanks in advance!

hmm are you sure you link the head bone to the body?

I’m pretty sure because the un edited model was working, and i haven’t changed anything to anything but the reference-smd.

If you’re using a separate SMD for the ragdoll sequence, the head could be disengaged from the rest of the skeleton there. Take a look at all of your SMDs to make sure that the head is connected for all of them.

Oh, silly me! I deleted a part and forgot to delete it from the hitbox, so if you have the same problem make sure you delete the part from the hitbox too.