Player Model Request. (Completely Optional.)

Could anyone take the time to please make this ragdoll into a player model? I can’t really do models because… I suck at it. It’s impossible for me and the best I can do is get it into a t-pose.

The Model: http://steamcommunity.com/sharedfiles/filedetails/?id=184609831
Much appreciated to anyone who can do this.

Forget the request, I actually need some help fixing it from the model being in T-Pose. I can paste the QC file if anyone wants to look at it.
EDIT: I forgot to mention it’s my first time here. So blame me if I do something wrong. xD

It would actually be a better idea to just go ahead and post the .QC in here for people to look at. You might also want to consider including the .SMD files for others to see whether it’s even rigged properly or not.

Alright, thank you for the help. I’ll post it right here:

$cd “R:\SR4 Save Data”
$modelname “zeldazelda117models\megaman\zero\zero.mdl”
$cdmaterials “Zeldazelda117models\megaman\zero”
$includemodel “m_anm.mdl”
$includemodel “m_gst.mdl”
$includemodel “m_pst.mdl”
$includemodel “m_shd.mdl”
$includemodel “m_ss.mdl”
$model “studio” “Zero_Body2.smd” {
flexfile “mdldecompiler_expressions.vta” {
flex “Mouth_Lower_Open” frame 1
flex “Mouth_Upper_Open” frame 2
flex “Mouth_Lower_R_Down” frame 3
flex “Mouth_Lower_L_Down” frame 4
flex “Mouth_Upper_R_Up” frame 5
flex “Mouth_Upper_L_Up” frame 6
flex “Mouth_Right_Grunt” frame 7
flex “Mouth_Left_Grunt” frame 8
flex “Mouth_Ooh” frame 9
flex “Teeth_Bottom_Down” frame 10
flex “Teeth_Top_Up” frame 11
flex “Mouthbag_Open” frame 12
flex “Tounge_Out” frame 13
flex “Mouth_R_Frown” frame 14
flex “Mouth_L_Frown” frame 15
flex “Mouth_R_Smile” frame 16
flex “Mouth_L_Smile” frame 17
flex “Mouth_R_In” frame 18
flex “Mouth_L_In” frame 19
flex “R_Sneer” frame 20
flex “L_Sneer” frame 21
flex “NULL2” frame 22
}
eyeball righteye Head -1.666 -3.312 61.832 Zero_Eyes_R.bmp 1.000 4.000 zero_tex_bm 3.900
eyeball lefteye Head 1.666 -3.312 61.832 Zero_Eyes_L.bmp 1.000 -4.000 zero_tex_bm 3.900
// 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 26 -1.000000 neutral 26 0.000000 raiser 26 1.000000 split 0.1 eyeball righteye
// eyelid lower_right “mdldecompiler_expressions.vta” lowerer 26 -1.000000 neutral 26 0.000000 raiser 26 1.000000 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 26 -1.000000 neutral 26 0.000000 raiser 26 1.000000 split -0.1 eyeball lefteye
// eyelid lower_left “mdldecompiler_expressions.vta” lowerer 26 -1.000000 neutral 26 0.000000 raiser 26 1.000000 split -0.1 eyeball lefteye
flexcontroller null NULL “range” 0.000 1.000
flexcontroller null Mouth_Lower_Open “range” 0.000 1.000
flexcontroller null Mouth_Upper_Open “range” 0.000 1.000
flexcontroller null Mouth_Lower_R_Down “range” 0.000 1.000
flexcontroller null Mouth_Lower_L_Down “range” 0.000 1.000
flexcontroller null Mouth_Upper_R_Up “range” 0.000 1.000
flexcontroller null Mouth_Upper_L_Up “range” 0.000 1.000
flexcontroller null Mouth_Right_Grunt “range” 0.000 1.000
flexcontroller null Mouth_Left_Grunt “range” 0.000 1.000
flexcontroller null Mouth_Ooh “range” 0.000 1.000
flexcontroller null Teeth_Bottom_Down “range” 0.000 1.000
flexcontroller null Teeth_Top_Up “range” 0.000 1.000
flexcontroller null Mouthbag_Open “range” 0.000 1.000
flexcontroller null Tounge_Out “range” 0.000 1.000
flexcontroller null Mouth_R_Frown “range” 0.000 1.000
flexcontroller null Mouth_L_Frown “range” 0.000 1.000
flexcontroller null Mouth_R_Smile “range” 0.000 1.000
flexcontroller null Mouth_L_Smile “range” 0.000 1.000
flexcontroller null Mouth_R_In “range” 0.000 1.000
flexcontroller null Mouth_L_In “range” 0.000 1.000
flexcontroller null R_Sneer “range” 0.000 1.000
flexcontroller null L_Sneer “range” 0.000 1.000
flexcontroller null NULL2 “range” 0.000 1.000
}
$model “Left_Hand” “Left_Hand.smd”
$model “Right_Hand” “Right_Hand.smd”
$model “Saber” “Saber.smd”
$model “Saber” “Unknown.smd”
$cdmaterials “models\Zeldazelda117models\Megaman\Zero”
$texturegroup skinfamilies
{
{“zero_tex_bm.vmt”
“Zero_Eyes_L.vmt”
}
{“zero_tex_bm_1.vmt”
“Zero_Eyes_L.vmt”
}
{“zero_tex_bm_2.vmt”
“Zero_Eyes_L.vmt”
}
{“zero_tex_bm_3.vmt”
“Zero_Eyes_L.vmt”
}
{“zero_tex_bm_4.vmt”
“Zero_Eyes_L.vmt”
}
{“zero_tex_bm_5.vmt”
“Zero_Eyes_L.vmt”
}
}
$hboxset “default”
$hbox 0 “Root” -1.978 -3.602 -5.426 12.870 5.617 5.424
$hbox 0 “Spine_Mid” -2.397 -5.856 -7.038 7.040 5.862 7.035
$hbox 0 “Chest” -2.331 -6.376 -8.923 14.436 8.704 7.334
$hbox 0 “Head” -9.091 -5.390 -5.893 12.160 7.491 5.889
$hbox 0 “Hair_01” -1.223 -3.097 -4.028 8.354 3.094 4.054
$hbox 0 “Hair_02” -2.671 -6.570 -6.805 11.059 5.976 7.009
$hbox 0 “Hair_03” -4.569 -9.595 -11.247 15.597 9.282 11.418
$hbox 0 “Hair_04” -8.240 -10.453 -11.746 16.314 10.542 11.930
$hbox 0 “Hair_05” -7.517 -9.275 -11.746 23.308 10.304 11.930
$hbox 0 “Hair_06” -4.840 -5.728 -7.294 17.379 7.359 7.715
$hbox 0 “Right_Arm” -2.595 -2.659 -2.876 8.748 2.860 2.777
$hbox 0 “Right_Forearm” -1.665 -5.605 -5.688 17.625 5.675 5.819
$hbox 0 “Right_Shoulder” -0.271 -3.205 -3.679 6.403 3.352 3.774
$hbox 0 “Left_Arm” -2.595 -2.860 -2.876 8.752 2.659 2.777
$hbox 0 “Left_Forearm” -1.663 -5.672 -5.688 17.789 5.608 5.818
$hbox 0 “Left_Shoulder” -0.271 -3.355 -3.679 6.403 3.202 3.774
$hbox 0 “Left_Thigh” -3.666 -3.683 -3.073 13.748 3.461 2.872
$hbox 0 “Left_Calf” -5.207 -7.004 -8.440 24.627 7.364 8.083
$hbox 0 “Left_Toe” -1.370 -14.314 -6.671 21.174 4.332 6.218
$hbox 0 “Right_Thigh” -3.666 -3.461 -3.070 13.749 3.683 2.872
$hbox 0 “Right_Calf” -5.207 -7.364 -8.437 24.627 7.004 8.082
$hbox 0 “Right_Toe” -1.370 -4.332 -6.668 21.174 14.314 6.221
$hbox 0 “ValveBiped.Bip01_L_Hand” 0.000 -4.286 -3.583 9.073 3.534 2.338
$hbox 0 “ValveBiped.Bip01_L_Finger4” -0.146 -0.715 -0.722 1.975 1.019 0.716
$hbox 0 “ValveBiped.Bip01_L_Finger41” -0.206 -0.621 -0.649 1.525 0.708 0.665
$hbox 0 “ValveBiped.Bip01_L_Finger42” -0.283 -0.448 -0.546 1.834 0.718 0.656
$hbox 0 “ValveBiped.Bip01_L_Finger3” 0.000 -0.980 -0.716 2.182 1.068 0.652
$hbox 0 “ValveBiped.Bip01_L_Finger31” -0.163 -0.794 -0.670 1.800 0.880 0.684
$hbox 0 “ValveBiped.Bip01_L_Finger32” -0.104 -0.556 -0.592 1.959 0.866 0.710
$hbox 0 “ValveBiped.Bip01_L_Finger2” -0.082 -1.012 -0.771 2.392 1.162 0.776
$hbox 0 “ValveBiped.Bip01_L_Finger21” -0.235 -0.828 -0.701 1.915 1.080 0.831
$hbox 0 “ValveBiped.Bip01_L_Finger22” -0.130 -0.569 -0.655 2.063 1.103 0.832
$hbox 0 “ValveBiped.Bip01_L_Finger1” -0.206 -1.028 -0.810 2.356 0.958 0.762
$hbox 0 “ValveBiped.Bip01_L_Finger11” -0.183 -0.841 -0.749 1.741 0.870 0.728
$hbox 0 “ValveBiped.Bip01_L_Finger12” -0.083 -0.716 -0.705 2.017 0.768 0.693
$hbox 0 “ValveBiped.Bip01_L_Finger0” 0.000 -1.211 -1.296 2.069 1.157 1.466
$hbox 0 “ValveBiped.Bip01_L_Finger01” -0.355 -0.637 -1.089 2.273 1.085 1.295
$hbox 0 “ValveBiped.Bip01_L_Finger02” -0.253 -0.642 -0.894 1.845 0.951 1.033
$hbox 0 “ValveBiped.Bip01_R_Hand” 0.000 -3.533 -3.573 8.909 4.287 2.348
$hbox 0 “ValveBiped.Bip01_R_Finger4” -0.310 -0.710 -0.712 1.868 1.024 0.726
$hbox 0 “ValveBiped.Bip01_R_Finger41” -0.370 -0.634 -0.661 1.411 0.695 0.652
$hbox 0 “ValveBiped.Bip01_R_Finger42” -0.447 -0.449 -0.652 1.669 0.717 0.550
$hbox 0 “ValveBiped.Bip01_R_Finger3” -0.069 -0.980 -0.642 2.018 1.068 0.725
$hbox 0 “ValveBiped.Bip01_R_Finger31” -0.327 -0.804 -0.674 1.636 0.871 0.680
$hbox 0 “ValveBiped.Bip01_R_Finger32” -0.268 -0.554 -0.700 1.795 0.867 0.602
$hbox 0 “ValveBiped.Bip01_R_Finger2” -0.247 -1.012 -0.768 2.228 1.162 0.779
$hbox 0 “ValveBiped.Bip01_R_Finger21” -0.399 -0.841 -0.823 1.752 1.067 0.709
$hbox 0 “ValveBiped.Bip01_R_Finger22” -0.295 -0.571 -0.824 1.898 1.101 0.663
$hbox 0 “ValveBiped.Bip01_R_Finger1” -0.371 -1.028 -0.759 2.191 0.958 0.813
$hbox 0 “ValveBiped.Bip01_R_Finger11” -0.347 -0.844 -0.725 1.578 0.868 0.752
$hbox 0 “ValveBiped.Bip01_R_Finger12” -0.248 -0.713 -0.691 1.853 0.771 0.707
$hbox 0 “ValveBiped.Bip01_R_Finger0” 0.000 -1.323 -1.392 1.975 1.045 1.371
$hbox 0 “ValveBiped.Bip01_R_Finger01” -0.500 -0.697 -1.245 2.128 1.024 1.140
$hbox 0 “ValveBiped.Bip01_R_Finger02” -0.391 -0.717 -0.983 1.708 0.877 0.944
//Model uses material “zero_tex_bm.vmt”
//Model uses material “Zero_Eyes_L.vmt”
//Model uses material “Zero_Eyes_R.vmt”
//Model uses material “zero_skin_bm.vmt”
//Model uses material “zero_weapon_bm.vmt”
//Model uses material “zero_tex_bm_1.vmt”
//Model uses material “zero_tex_bm_2.vmt”
//Model uses material “zero_tex_bm_3.vmt”
//Model uses material “zero_tex_bm_4.vmt”
//Model uses material “zero_tex_bm_5.vmt”
$attachment “eyes” “Head” 5.91 -7.54 -0.00 rotate -0.00 -73.54 -90.00
$attachment “mouth” “Head” 0.00 -5.98 58.87 rotate -0.00 -80.00 -90.00
$includemodel “m_anm.mdl”
$surfaceprop “snow”
$eyeposition -0.000 0.000 70.000
$illumposition -7.193 0.082 29.289
$sequence ragdoll “ragdoll” ACT_DIERAGDOLL 1 fps 30.00
$collisionjoints “phymodel.smd” {

$mass 60.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "root"

$jointconstrain "right_thigh" x limit -46.00 46.00 0.00
$jointconstrain "right_thigh" y limit -29.00 29.00 0.00
$jointconstrain "right_thigh" z limit -95.00 68.00 0.00

$jointconstrain "right_calf" x limit -5.00 5.00 0.00
$jointconstrain "right_calf" y limit -5.00 5.00 0.00
$jointconstrain "right_calf" z limit -15.00 105.00 0.00

$jointconstrain "left_thigh" x limit -36.00 36.00 0.00
$jointconstrain "left_thigh" y limit -29.00 29.00 0.00
$jointconstrain "left_thigh" z limit -68.00 95.00 0.00

$jointconstrain "left_calf" x limit -5.00 5.00 0.00
$jointconstrain "left_calf" y limit -5.00 5.00 0.00
$jointconstrain "left_calf" z limit -105.00 15.00 0.00

$jointconstrain "left_toe" x limit -5.00 5.00 0.00
$jointconstrain "left_toe" y limit -5.00 5.00 0.00
$jointconstrain "left_toe" z limit -40.00 35.00 0.00

$jointconstrain "spine_mid" x limit -30.00 30.00 0.00
$jointconstrain "spine_mid" y limit -30.00 30.00 0.00
$jointconstrain "spine_mid" z limit -32.00 57.00 0.00

$jointconstrain "chest" x limit -30.00 30.00 0.00
$jointconstrain "chest" y limit -17.00 17.00 0.00
$jointconstrain "chest" z limit -19.00 19.00 0.00

$jointconstrain "left_arm" x limit -66.00 66.00 0.00
$jointconstrain "left_arm" y limit -80.00 95.00 0.00
$jointconstrain "left_arm" z limit -125.00 75.00 0.00

$jointconstrain "left_shoulder" x limit 0.00 0.00 0.00
$jointconstrain "left_shoulder" y limit -6.00 6.00 0.00
$jointconstrain "left_shoulder" z limit -10.00 80.00 0.00

$jointconstrain "right_arm" x limit -66.00 66.00 0.00
$jointconstrain "right_arm" y limit -80.00 95.00 0.00
$jointconstrain "right_arm" z limit -75.00 125.00 0.00

$jointconstrain "right_forearm" x limit -5.00 5.00 0.00
$jointconstrain "right_forearm" y limit -5.00 5.00 0.00
$jointconstrain "right_forearm" z limit -5.00 125.00 0.00

$jointconstrain "valvebiped.bip01_r_hand" x limit -45.00 45.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -35.00 35.00 0.00

$jointconstrain "right_shoulder" x limit 0.00 0.00 0.00
$jointconstrain "right_shoulder" y limit -6.00 6.00 0.00
$jointconstrain "right_shoulder" z limit -80.00 10.00 0.00

$jointconstrain "head" x limit -41.00 41.00 0.00
$jointconstrain "head" y limit -28.00 28.00 0.00
$jointconstrain "head" z limit -18.00 32.00 0.00

$jointconstrain "hair_01" x limit -35.00 35.00 0.00
$jointconstrain "hair_01" y limit -41.00 41.00 0.00
$jointconstrain "hair_01" z limit -53.00 53.00 0.00

$jointconstrain "hair_02" x limit -35.00 35.00 0.00
$jointconstrain "hair_02" y limit -30.00 30.00 0.00
$jointconstrain "hair_02" z limit -53.00 53.00 0.00

$jointconstrain "hair_03" x limit -35.00 35.00 0.00
$jointconstrain "hair_03" y limit -26.00 26.00 0.00
$jointconstrain "hair_03" z limit -41.00 41.00 0.00

$jointconstrain "hair_04" x limit -35.00 35.00 0.00
$jointconstrain "hair_04" y limit -30.00 30.00 0.00
$jointconstrain "hair_04" z limit -24.00 24.00 0.00

$jointconstrain "hair_05" x limit -15.00 15.00 0.00
$jointconstrain "hair_05" y limit -17.00 17.00 0.00
$jointconstrain "hair_05" z limit -28.00 28.00 0.00

$jointconstrain "left_forearm" x limit -5.00 5.00 0.00
$jointconstrain "left_forearm" y limit -5.00 5.00 0.00
$jointconstrain "left_forearm" z limit -125.00 5.00 0.00

$jointconstrain "hair_06" x limit -18.00 18.00 0.00
$jointconstrain "hair_06" y limit -28.00 28.00 0.00
$jointconstrain "hair_06" z limit -28.00 28.00 0.00

$jointconstrain "valvebiped.bip01_l_hand" x limit -45.00 45.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -35.00 35.00 0.00

$jointconstrain "right_toe" x limit -5.00 5.00 0.00
$jointconstrain "right_toe" y limit -5.00 5.00 0.00
$jointconstrain "right_toe" z limit -35.00 40.00 0.00

}

The .QC seems fine, but you might want to include the .SMD files as well like I mentioned before. People will need to see the rigging of the model to make sure it doesn’t have to be completely redone.

As for the $includemodel lines, do you happen to have the .MDL files mentioned by those lines included in the directory listed by the $cd line? If not, I’m pretty sure that could be causing problems as well.

No I just saw the code for $includemodel “m_anm.mdl” on a thread like this. I’d need to download it correct? Did you want me to just post photos of the model in Blender or the file itself?

The file itself would be better.

https://www.zeta-uploader.com/260387284 There is the file.
Pff I forgot to add in the SMD’s.
https://www.zeta-uploader.com/1588399390 The SMD I used for him.
https://www.zeta-uploader.com/939427755 The Right Hand SMD file as well.
https://www.zeta-uploader.com/221027726 Left Hand SMD.
https://www.zeta-uploader.com/1121977757 Anddd the saber in the back.

I know this is not the right place, but I’m trying to make but I have a problem with ragdoll physics!my models are always in t-mode and when I try to bend the legs or arms that seem to be made of rubber!Katra804 know how can I fix it?

Hm… What you’re saying is confusing, could you… Show me/him/us what you mean?

Name wise, the bones seem okay for the most part (going by the main .SMD), but the rigging seems a bit odd. You might want to try getting a hold of the original mod creator/uploader and speaking with them about the rigging.

Honestly, I’m not 100% sure on what you just said. If I were to take a rough guess from what I can understand though, it sounds like your physics model might be bugged. I’m not that good when it comes to physics models, so you’d have to ask someone else on that one.

[quote=“Katra804, post:11, topic:189801”]

Name wise, the bones seem okay for the most part (going by the main .SMD), but the rigging seems a bit odd. You might want to try getting a hold of the original mod creator/uploader and speaking with them about the rigging.

Alright, thanks for taking a look though. I’ll go contact the original uploader.