Problem with animation on walking/crawling

All the others work fine, but walking/crawling doesn’t. for example, the npc just does the idle animation instead of moving. the moving animation looks fine with easy animation editor so it cant be that. also it uses poison zombie’s class with a different model so all the AE_Zombie stuff is good

this is the qc file. am i missing something, also where do i set the move speed?



$modelname "zombie/poison_torso.mdl"

$bodygroup "studio"
{
	studio "poison_torsos_body0_model0.smd"
}
$bodygroup "headcrab1"
{
	blank
	studio "poison_torsos_body1_model1.smd"
}
$bodygroup "headcrab2"
{
	blank
	studio "poison_torsos_body2_model1.smd"
}
$bodygroup "headcrab3"
{
	blank
	studio "poison_torsos_body3_model1.smd"
}
$bodygroup "headcrab4"
{
	blank
	studio "poison_torsos_body4_model1.smd"
}
$bodygroup "headcrab5"
{
	blank
	studio "poison_torsos_body5_model1.smd"
}


$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 72

$illumposition -5.218 -3.707 9.319

$maxeyedeflection 90

$cdmaterials "models\zombie_poison_new\"
$cdmaterials "models\headcrab_black\"

$attachment "eyes" "ValveBiped.Bip01_Spine4" 10 0 0 rotate 0 0 180
$attachment "head" "ValveBiped.Bip01_Spine4" 10 0 0 rotate 0 0 180
$attachment "chest" "ValveBiped.Bip01_Spine4" -6 0 4 rotate 0 0 0
$attachment "headcrab1" "ValveBiped.Headcrab_Cube1" 0 0 0 rotate 0 0 0
$attachment "headcrab2" "ValveBiped.Headcrab_Cube2" 0 0 0 rotate 0 0 0
$attachment "headcrab3" "ValveBiped.Headcrab_Cube3" 0 0 0 rotate 0 0 0
$attachment "headcrab4" "ValveBiped.Headcrab_Cube4" 0 0 0 rotate 0 0 0
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" 0 0 0 rotate 0 0 0
$attachment "Blood_Right" "ValveBiped.Bip01_R_Hand" 6.19 -0.66 0.43 rotate 1.68 23.4 11.7

$cbox 0 0 0 0 0 0

$bbox -32.031 -44.919 -11.492 27.53 -12.175 34.079

$animation "a_crawl" "poison_torsos_anims\crawl.smd" {
	fps 33
	loop
}

$sequence "crawl" {
	"a_crawl"
	fps 31
	activity "ACT_WALK" 1
	loop
	blend "move_yaw" -180 180
	{ event AE_ZOMBIE_STEP_RIGHT 6 "" }
	{ event AE_ZOMBIE_STEP_LEFT 23 "" }
}

$sequence "Idle01" {
	"poison_torsos_anims\Idle01.smd"
	activity "ACT_IDLE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$sequence "headcrab2Leap" {
	"poison_torsos_anims\headcrab2Leap.smd"
	activity "ACT_RANGE_ATTACK1" 1
	{ event AE_ZOMBIE_POISON_PICKUP_CRAB 35 "" }
	{ event AE_ZOMBIE_POISON_THROW_CRAB 41 "" }
	fadein 0.2
	fadeout 0.2
	fps 30
}

$sequence "Throw" {
	"poison_torsos_anims\Throw.smd"
	activity "ACT_RANGE_ATTACK2" 1
	{ event AE_ZOMBIE_POISON_PICKUP_CRAB 25 "" }
	{ event AE_ZOMBIE_POISON_THROW_SOUND 32 "" }
	{ event AE_ZOMBIE_POISON_THROW_CRAB 41 "" }
	fadein 0.2
	fadeout 0.2
	fps 30
}

$sequence "melee_01" {
	"poison_torsos_anims\melee_01.smd"
	activity "ACT_MELEE_ATTACK1" 1
	{ event AE_ZOMBIE_ATTACK_SCREAM 5 "" }
	{ event AE_ZOMBIE_ATTACK_LEFT 16 "" }
	fadein 0.2
	fadeout 0.2
	fps 30
}

$sequence "releasecrab" {
	"poison_torsos_anims\releasecrab.smd"
	activity "ACT_ZOM_RELEASECRAB" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$sequence "ThrowWarning" {
	"poison_torsos_anims\ThrowWarning.smd"
	activity "ACT_ZOMBIE_POISON_THREAT" 1
	{ event AE_ZOMBIE_POISON_THROW_WARN_SOUND 1 "" }
	fadein 0.2
	fadeout 0.2
	fps 10
}

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

$bonesaveframe "ValveBiped.Bip01" position rotation
$bonesaveframe "ValveBiped.Bip01_Spine" rotation
$bonesaveframe "ValveBiped.Bip01_Spine1" rotation
$bonesaveframe "ValveBiped.Bip01_Spine2" rotation
$bonesaveframe "ValveBiped.Bip01_Spine4" rotation
$bonesaveframe "ValveBiped.Bip01_L_Clavicle" rotation
$bonesaveframe "ValveBiped.Bip01_L_UpperArm" rotation
$bonesaveframe "ValveBiped.Bip01_L_Forearm" rotation
$bonesaveframe "ValveBiped.Bip01_L_Hand" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger1" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger11" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger2" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger21" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger3" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger31" rotation
$bonesaveframe "ValveBiped.Bip01_L_Finger32" rotation
$bonesaveframe "ValveBiped.Bip01_R_Clavicle" rotation
$bonesaveframe "ValveBiped.Bip01_R_UpperArm" rotation
$bonesaveframe "ValveBiped.Bip01_R_Forearm" rotation
$bonesaveframe "ValveBiped.Bip01_R_Hand" rotation
$bonesaveframe "ValveBiped.Bip01_R_Finger3" rotation
$bonesaveframe "ValveBiped.Headcrab_Cube1" rotation
$bonesaveframe "ValveBiped.Bip01_Pelvis" rotation

$collisionjoints "poison_torsos_physics.smd"
{
	$mass 55
	$inertia 5
	$damping 0.01
	$rotdamping 1.5
	$rootbone "valvebiped.bip01_pelvis"


	$jointconstrain "ValveBiped.Bip01_Spine" x limit -32 32 0.000013
	$jointconstrain "ValveBiped.Bip01_Spine" y limit -32 30 0.000013
	$jointconstrain "ValveBiped.Bip01_Spine" z limit -46 32 0.000013

	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -17 17 0.000013
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -3 3 0.000013
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -26 26 0.000013

	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -61 50 0.000013
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -79 48 0.000013
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -79 88 0.000013

	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 1 1 0.000013
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0.000013
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -73 77 0.000013

	$jointmassbias "ValveBiped.Bip01_L_Hand" 0.2
	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -39 59 0.000013
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -19 19 0.000013
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -79 35 0.000013

	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -41 77 0.000013
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -48 70 0.000013
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -61 77 0.000013

	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0.000013
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -57 88 0.000013

	$jointmassbias "ValveBiped.Bip01_R_Hand" 0.2
	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -44 12 0.000013
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -28 28 0.000013
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -55 59 0.000013
}


[editline]2nd August 2017[/editline]

No advice? /:
i would want it to have the speed and everything as zombie torso but different custom animation

I know Ian missing something on the QC and I tried facepunch and valve software but it still doesn’t move

You aren’t getting any responses because you are in the wrong section. This thread should be in the modelling forum. Go post there and you might have better luck. :slight_smile: