I recently converted a ragdoll to a playermodel and its all well and good (hitboxes are fine and such) although one issue is that the legs spaz whenever you jump a round a lot or jump side to side. Have I missed out something in the QC or is it more complex than this?
Post your QC file here if you don’t mind.
// Created by Crowbar 0.19.0.0
$modelname "player/naruto_pm/naruto.mdl"
$bodygroup "S-LoW"
{
studio "naruto_reference.smd"
}
$poseparameter "move_yaw" -180 180 0
$poseparameter "body_pitch" -90 90 0
$poseparameter "body_yaw" -90 90 0
$cdmaterials "models\player\slow\shiban_naruto\"
$attachment "grenade0" "ValveBiped.Bip01_Spine" 4.08 3.9 8.66 rotate 82.85 25.2 20.51
$attachment "grenade1" "ValveBiped.Bip01_Spine" 3.81 1.45 8.92 rotate 72.71 80.54 78.54
$attachment "grenade2" "ValveBiped.Bip01_Spine" 0 2 -8.82 rotate -77.4 -55.53 -117.32
$attachment "grenade3" "ValveBiped.Bip01_Spine" 3.84 6.03 8.24 rotate 62.51 -75.79 -79.34
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.81 3.59 -5.5 rotate -2 -7 80
$attachment "primary" "ValveBiped.Bip01_Spine2" 11.08 -3.21 -5.77 rotate -18.93 178.22 1.07
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0 3.5 -4.98 rotate -73.06 90.93 179.75
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 7.83 -5.91 1.49 rotate 80.18 -62.03 112.43
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 5.2 0 rotate 0 0 0
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 5.2 0 rotate 0 0 0
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0
$surfaceprop "flesh"
$contents "solid"
$eyeposition 0 0 73
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -8.299 -7.727 -5.429 8.299 2.007 6.583
$hbox 6 "ValveBiped.Bip01_L_Thigh" 4.576 -5.377 -3.432 22.879999 3.775 4.576
$hbox 6 "ValveBiped.Bip01_L_Calf" -0.291 -4.295 -3.432 20.882999 3.151 3.432
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.288 -1.144 -2.579 5.72 4.576 2.007
$hbox 6 "ValveBiped.Bip01_L_Toe0" -2.86 -2.808 -2.86 4.004 1.196 1.716
$hbox 7 "ValveBiped.Bip01_R_Thigh" 4.576 -5.377 -3.432 22.879999 3.775 4.576
$hbox 7 "ValveBiped.Bip01_R_Calf" -0.291 -4.295 -3.432 20.882999 3.151 3.432
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.288 -1.144 -2.007 5.72 4.576 2.579
$hbox 7 "ValveBiped.Bip01_R_Toe0" -2.86 -2.808 -1.716 4.004 1.196 2.86
$hbox 3 "ValveBiped.Bip01_Spine1" -9.152 -1.258 -8.008 4.576 11.326 8.008
$hbox 2 "ValveBiped.Bip01_Spine2" -3.068 -3.432 -9.693 13.572 10.317 9.693
$hbox 1 "ValveBiped.Bip01_Neck1" -0.104 -4.576 -2.86 5.512 2.288 2.86
$hbox 1 "ValveBiped.Bip01_Head1" -0.416 -6.24 -3.64 9.36 4.441 3.016
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.291 -2.465 -1.716 6.583 1.55 2.86
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288
$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.291 -2.465 -2.86 6.583 1.55 1.716
$skipboneinbbox
$sequence "ragdoll" "naruto_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}
$includemodel "m_anm.mdl"
$includemodel "cs_fix.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.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
$ikchain "ikclip" "ValveBiped.weapon_bone_Clip" knee 0.707 -0.707 0
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1
$collisionjoints "naruto_physics.smd"
{
$mass 1
$inertia 10
$damping 0.05
$rotdamping 5
$rootbone "valvebiped.bip01_pelvis"
$jointrotdamping "ValveBiped.Bip01_Pelvis" 3
$jointmassbias "ValveBiped.Bip01_Spine1" 8
$jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0
$jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0
$jointmassbias "ValveBiped.Bip01_Spine2" 9
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0
$jointmassbias "ValveBiped.Bip01_R_Clavicle" 4
$jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6
$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0
$jointmassbias "ValveBiped.Bip01_L_Clavicle" 4
$jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6
$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0
$jointmassbias "ValveBiped.Bip01_L_UpperArm" 5
$jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0
$jointmassbias "ValveBiped.Bip01_L_Forearm" 4
$jointrotdamping "ValveBiped.Bip01_L_Forearm" 4
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0
$jointrotdamping "ValveBiped.Bip01_L_Hand" 1
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0
$jointmassbias "ValveBiped.Bip01_R_UpperArm" 5
$jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0
$jointmassbias "ValveBiped.Bip01_R_Forearm" 4
$jointrotdamping "ValveBiped.Bip01_R_Forearm" 4
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0
$jointrotdamping "ValveBiped.Bip01_R_Hand" 1
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0
$jointmassbias "ValveBiped.Bip01_R_Thigh" 7
$jointrotdamping "ValveBiped.Bip01_R_Thigh" 7
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0
$jointmassbias "ValveBiped.Bip01_R_Calf" 4
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0
$jointmassbias "ValveBiped.Bip01_L_Thigh" 7
$jointrotdamping "ValveBiped.Bip01_L_Thigh" 7
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0
$jointmassbias "ValveBiped.Bip01_L_Calf" 4
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0
$jointmassbias "ValveBiped.Bip01_Head1" 4
$jointrotdamping "ValveBiped.Bip01_Head1" 3
$jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0
}
$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_L_Clavicle"
$bonemerge "ValveBiped.Bip01_L_UpperArm"
$bonemerge "ValveBiped.Bip01_L_Forearm"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_RHand"
$bonemerge "ValveBiped.weapon_bone_LHand"
$bonemerge "ValveBiped.weapon_bone_Clip"
You have animation conflicts. You really only need $includemodel “m_anm.mdl” if this is a playermodel.
Exactly this, m_anm includes everything playermodels need, only include this one and that’s it
Ah thanks, I’ve been doing that for a while now At least I know what not to do in the future. Thanks