Problem with animation on walking

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
}


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

Here are some advices:

a) Give your question ~ a week before bumping again. This forum isn’t capable of giving you an immediate response all the time.
b) Checked the wiki on how to do world movement?

Or facepunch?

I tried that but it doesn’t work!

Gee, be less specific pls…
Are you sure you did “that” correctly? Maybe you did “it” wrong or not completely right!

Ok I tried what you said and the walk animation still doesn’t work. It makes it go faster when I play it in easy animation editor in game but it doesn’t move or do the animation by itself unless I switch the model to another one so it’s not the class

$animation “a_crawl” “poison_torsos_anims\crawl.smd” {
walkframe 99 LX LY
fps 60
loop
}

$sequence “crawl” {
“a_crawl”
fps 60
activity “ACT_WALK” -1
loop
node “ValveBiped.Bip01”
blendwidth 0
blend “move_yaw” -180 180
}

Is the root bone of the model actually moving in the animation before it’s being compiled or is the model animated on the spot with no root bone movement?

I made a crawl in place animation. It looks like that’s what normal zombie torso does when I decompiled it with crowbar? What do I change? Should I make the entire model move in the walk animation across the “ground” in 3ds max

Is that enough of an answer?

Crowbar doesn’t export the movement in the walking animations when it is decompiled, so you might have to do the root bone movement again in your 3D modeling program.

Okay, is this what you mean by root bone movement? https://www.youtube.com/watch?v=0djBE27CPRw&feature=youtu.be

in this case it still does the idle animation instead of moving but with easy animation editor it moves in game but then goes back to the first place and keeps doing that like the video?

this is all i have for it in the qc file btw, i’d prefer it to be the same speed as a normal zombie torso



$animation "a_crawl" "poison_torso_anims\crawl.smd" {
        walkframe 99 LX LY
        fps 60
        loop
}

$sequence "crawl" {
       "a_crawl"
       fps 60
       activity "ACT_WALK" -1
       loop
       node "ValveBiped.Bip01_Spine"
       blendwidth 0
       blend "move_yaw" -180 180
       { event AE_ZOMBIE_STEP_RIGHT 6 "" }
       { event AE_ZOMBIE_STEP_LEFT 23 "" }
}


?

I think you should try changing the “node” to “walking” and the “-1” to a positive “1” in the sequence area. Also did you check to see if there were any other crawling directions? Like crawling left or right?

Positive 1 and node walking didn’t work either… what’s going on? Yes I tried different directions. Is something wrong with my qc because it doesn’t even try to move. It still does the idle animation instead of walking


$animation "a_crawl" "poison_torso_anims\crawl.smd" {
        walkframe 99 LX LY
        fps 60
        loop
}

the “walkframe 99” code in your “$animation” block needs to be changed to the last frame of the animation. For example, if there is no more keyframes after the 21 frame, then you do this:


$animation "a_crawl" "poison_torso_anims\crawl.smd" {
        walkframe 21 LX LY
        fps 60
        loop
}

Hopefully, this will work.

Also, what I mean by crawling directions are that the crawler can strafe left and right, northeast, NW, SW, SE, etc. That’s what the “blend” option does.



$animation "a_crawl" "poison_torso_anims\crawl.smd" {
        walkframe 36 LX LY
        fps 60
        loop
}

$sequence "crawl" {
       "a_crawl"
       fps 60
       activity "ACT_WALK" 1
       loop
       node "walking"
       blendwidth 0
       blend "move_yaw" -180 180
       { event AE_ZOMBIE_STEP_RIGHT 6 "" }
       { event AE_ZOMBIE_STEP_LEFT 23 "" }
}


still doesn’t work. it still does the idle animation when i spawn it but easy animation tool shows the animation fast so i know its doing something but the npc still doesnt use the walk animation like it cant see it or something on its own? is there something missing in the qc? btw i did try different directions but the npc still didn’t see the animations so i got rid of it…

[editline]3rd August 2017[/editline]

I also noticed it seems to (bounce) closer to an enemy when it’s closer and only in a certain direction

?

?

[editline]9th August 2017[/editline]

I NEED HELP!!!

Help

ANswer idiot