My ash model is failing.

I can’t move the model with the phys gun at all.
Not only that the model is stuck in the air.

How ever face posing works.

Heres my qc


// Created by Crowbar 0.27.0.0

$ModelName "trainer\ash\ash1.mdl"
$Scale 100

$Model "msc" "ash1_reference.dmx" {

	flexfile "ash1.vta" 
	{
		defaultflex frame 0
	}

	flexcontroller head range -30 30 head_rightleft
	flexcontroller head range -15 15 head_updown
	flexcontroller head range -15 15 head_tilt
	flexcontroller eyes range -30 30 eyes_updown
	flexcontroller eyes range -30 30 eyes_rightleft
	flexcontroller body range -30 30 body_rightleft
	flexcontroller chest range -30 30 chest_rightleft
	flexcontroller head range -0.2 0.2 head_forwardback
	flexcontroller gesture range -1 1 gesture_updown
	flexcontroller gesture range -1 1 gesture_rightleft
	
}


$SurfaceProp "flesh"

$Contents "solid"

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials "models\poke\ash\"
$CDMaterials "models\humans\male\"

$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$CBox 0 0 0 0 0 0

$BBox -13 -13 0 13 13 72

// $HBoxSet "default"
// $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
// $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
// $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
// $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
// $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
// $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
// $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
// $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
// $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
// $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
// $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
// $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
// $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
// $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
// $HBox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
// $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
// $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
// $SkipBoneInBBox

$BoneMerge "ValveBiped.Bip01_Pelvis"
$BoneMerge "ValveBiped.Bip01_Spine"
$BoneMerge "ValveBiped.Bip01_Spine1"
$BoneMerge "ValveBiped.Bip01_Spine2"
$BoneMerge "ValveBiped.Bip01_Spine4"
$BoneMerge "ValveBiped.Bip01_R_Clavicle"
$BoneMerge "ValveBiped.Bip01_R_UpperArm"
$BoneMerge "ValveBiped.Bip01_R_Forearm"
$BoneMerge "ValveBiped.Bip01_R_Hand"
$BoneMerge "ValveBiped.Anim_Attachment_RH"


$Sequence "ragdoll" {
	"yusei_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$IncludeModel "humans/Male_shared.mdl"
$IncludeModel "humans/male_ss.mdl"
$IncludeModel "humans/male_gestures.mdl"
$IncludeModel "humans/male_postures.mdl"
$IncludeModel "m_anm.mdl"
$IncludeModel "m_gst.mdl"
$IncludeModel "m_pst.mdl"
$IncludeModel "m_shd.mdl"
$IncludeModel "m_ss.mdl"

$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$IKAutoPlayLock "rfoot" 1 0.1
$IKAutoPlayLock "lfoot" 1 0.1

$CollisionJoints "ash1_physics.smd"
{
	$mass 0
	$inertia 10
	$damping 0.01
	$rotdamping 1.5


	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0

	$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 0 0

	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0

	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0

	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0

	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0

	$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0

	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0

	$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0

	$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0

	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0

	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0

	$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0

	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0

	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
	$jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_Pelvis"
}

$CollisionText
{
	animatedfriction 
	{
		"animfrictionmin" "1.000000"
		"animfrictionmax" "400.000000"
		"animfrictiontimein" "0.500000"
		"animfrictiontimeout" "0.300000"
		"animfrictiontimehold" "0.000000"
	}
	editparams 
	{
		"rootname" "valvebiped.bip01_pelvis"
		"totalmass" "90.000000"
		"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
		"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
	}
} 

Please put your QC in [noparse]




[/noparse] tags, it makes it easier to look at, meaning easier to fix any issues.

alright

I truly can’t wait to see this in game. Will it be a playermodel or just a ragdoll?

Wait, did you accidentally pick Ash up with the Physgun, then freeze one of his bones?

I made him a player model and an npc check out my da for the beta http://louie123456789.deviantart.com/art/Ash-Ketchum-XY-Beta-Gmod-SFM-Version-DL-552851785

[editline]11th August 2015[/editline]

could this be why theirs a problem with the physics model how can i fix it for a dmx model.

  • Moved to correct subforum *

Please help me i’m trying to master the dmx format

[editline]11th August 2015[/editline]

thank you

[editline]11th August 2015[/editline]

ok how can i continue working on this model and i’m being ignored Please i really need help on how to fix this problem modeling is not easy you know.

[editline]11th August 2015[/editline]

fine you guys you win i will try to figure out this problem myself.

This is a forum, not a Instant Messenger, give people some time to actually respond.

I didn’t know i’m sorry. Sometimes my patients are bad. Thanks for telling me.

[editline]11th August 2015[/editline]

[video=youtube_share;wriFwzhNFoc]http://youtu.be/wriFwzhNFoc[/video] this is what is happening with my model.

[editline]11th August 2015[/editline]

I’m wondering why my model is doing this.

It seems you are not setting a mass value to the collisonjoints :


$CollisionJoints "ash1_physics.smd"
{
	$mass 0 

try


$CollisionJoints "ash1_physics.smd"
{
	$mass 90 

thats a little better this happens. How ever i can’t select parts of the model like the original smd on the dmx model.
[video]https://youtu.be/bAWH0454Mjw[/video]
[video]https://youtu.be/QiCbaiuIa-s[/video]

The model on left (the second one you spawned - smaller also) on the first video appears to be working fine. What’s wrong with it exactly ? I couldn’t notice.

smaller model is the orignal but i want to get the dmx model the same size as the smd model. How ever on the dmx model it’s not letting select the bones like on the smd.

[editline]11th August 2015[/editline]

When i convert my model to an dmx it looks horrible.

My original model using smd

Using dmx I can’t believe the dmx format lost to an old format like smd

Trying to fix my model using the dmx format that failed i don’t know what i did wrong :frowning:

[editline]11th August 2015[/editline]

when i compile the model this happens
Compiling with Crowbar 0.27.0.0: “C:\Users\Ryan Evan Ramos\Documents\programs\Crowbar\ash\ash1.qc” …


 Compiling ".\ash1.qc" ...
    qdir:    "c:\users\ryan evan ramos\documents\programs\crowbar\ash\"
    gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\"
    g_path:  "ash1.qc"
    Building binary model files...
    Working on "ash1.qc"
    DMX Model c:\users\ryan evan ramos\documents\programs\crowbar\ash\ash1_reference.dmx
    SMD MODEL yusei_anims\ragdoll.smd
    DMX Model c:\users\ryan evan ramos\documents\programs\crowbar\ash\ash1_physics.dmx
    Max flex verts 393
    Processing jointed collision model
    ValveBiped.Bip01_Pelvis  (  8 verts, 1 convex elements) volume: 4222.30
    ValveBiped.Bip01_Spine2  (  8 verts, 1 convex elements) volume: 8217.80
    ValveBiped.Bip01_Head1   ( 58 verts, 1 convex elements) volume: 3699.92
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Error with convex elements of ash1_physics.dmx, building single convex!!!!
    ValveBiped.Bip01_R_UpperArm ( 16 verts, 1 convex elements) volume: 619.89
    ValveBiped.Bip01_R_Forearm ( 21 verts, 1 convex elements) volume: 644.97
    ValveBiped.Bip01_R_Hand  ( 58 verts, 1 convex elements) volume: 513.11
    ValveBiped.Bip01_L_UpperArm ( 16 verts, 1 convex elements) volume: 619.89
    ValveBiped.Bip01_L_Forearm ( 16 verts, 1 convex elements) volume: 619.89
    ValveBiped.Bip01_L_Hand  ( 58 verts, 1 convex elements) volume: 513.11
    ValveBiped.Bip01_R_Thigh ( 16 verts, 1 convex elements) volume: 1864.27
    ValveBiped.Bip01_R_Calf  ( 16 verts, 1 convex elements) volume: 2541.50
    ValveBiped.Bip01_R_Foot  (  8 verts, 1 convex elements) volume: 1849.86
    ValveBiped.Bip01_L_Thigh ( 16 verts, 1 convex elements) volume: 1864.27
    ValveBiped.Bip01_L_Calf  ( 16 verts, 1 convex elements) volume: 2541.50
    ValveBiped.Bip01_L_Foot  (  8 verts, 1 convex elements) volume: 1849.86
    Collision model completed.
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/trainer\ash\ash1.mdl:
    bones         7900 bytes (25)
       animation       x       y       ips    angle
        @ragdoll    0.00    0.00 :    0.00 (  90.00) 0.8
    animations    1156 bytes (1 anims) (24 frames) [0:00]
    sequences      316 bytes (1 seq) 
    ik/pose       2228 bytes
    eyeballs         0 bytes (0 eyeballs)
    flexes       46028 bytes (25 flexes)
    textures      1136 bytes
    keyvalues        0 bytes
    bone transforms     3564 bytes
    bone flex driver       0 bytes
    Collision model volume 32182.15 in^3
    collision        0 bytes
    total        65856
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/trainer\ash\ash1.vvd:
    vertices    352128 bytes (7336 vertices)
    tangents    117376 bytes (7336 vertices)
    total       469568 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/trainer\ash\ash1.sw.vtx":
    body parts:         8 bytes
    models:            20 bytes
    model LODs:        12 bytes
    meshes:           153 bytes
    strip groups:     525 bytes
    strips:           567 bytes
    verts:          66654 bytes
    indices:        66108 bytes
    bone changes:       8 bytes
    everything:    134079 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/trainer\ash\ash1.dx80.vtx":
    body parts:         8 bytes
    models:            20 bytes
    model LODs:        12 bytes
    meshes:           153 bytes
    strip groups:     525 bytes
    strips:           567 bytes
    verts:          66654 bytes
    indices:        66108 bytes
    bone changes:     456 bytes
    everything:    134527 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/trainer\ash\ash1.dx90.vtx":
    body parts:         8 bytes
    models:            20 bytes
    model LODs:        12 bytes
    meshes:           153 bytes
    strip groups:     525 bytes
    strips:           567 bytes
    verts:          66654 bytes
    indices:        66108 bytes
    bone changes:     456 bytes
    everything:    134527 bytes
    
    Completed "ash1.qc"
  ... Compiling ".\ash1.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.27.0.0: "C:\Users\Ryan Evan Ramos\Documents\programs\Crowbar\ash\ash1.qc" finished.


Well, from what I know, rescaling directly in QC is something that works inconsistently, it usually fuck up the bones and ragdolls. If you really need to rescale the model I’d recommend you to try doing that in a software like 3ds max, blender, maya, or whatever you prefer.

Edit:

Also, I dont get it, why are you trying to compile it using a DMX while you know that SMD works fine ?

I will try your advice. The reason i want to use the dmx format because it can export facial expressions easily.How ever when it comes to making the facial expressions for an smd file i don’t know how to work with the vta file.

[editline]11th August 2015[/editline]

i found out whats causing the model to give me a hard time it’s yusei_anims\ragdoll.smd .

I think i might have to use the reference model might as well give it a try

[editline]11th August 2015[/editline]

I got the dmx model working now i can move his bones and everything :smiley: . Not only that he’s back to his normal size Solution copy reference model into yusei_anims.

thanks for helping me you guys
The last thing that needs to be fixed is this

How ever this still happens when i kill ash he goes back to his normal size.

i got the model working this what i did i made the player model and npc as an smd and i only kept the ragdoll as a dmx.Problem solved. Does anybody know how to make this thread marked solved.