Ragdolls to playermodel?

can someone please change this ragdoll to a playermodel? I dont exactly have any money on me right now but i can give you a superadmin rank on my ttt server also i can get you a garrysmod server (you have to edit it yourself though)

Ragdoll: http://steamcommunity.com/sharedfiles/filedetails/?id=153295318&searchtext=

A guide or link to something that’d help would be most appreciated. Most I find seem obsolete now.

Just decompile the model to check what skeleton it’s on. If it’s on the valvebiped you’re in luck, if not, you’re out of luck for an easy method.

How would I tell if it is or not.

open the decompiled smd in an notepad and look if the sheer majority of bones are prefixed with ValveBiped.bip01_ (most likely only the finger bones will be, in which case you’re out of luck)

You don’t actually have to decompile the model in the first place, but it’s easier to tell at first glance from an SMD.


$cd "E:\"
$modelname "nexuselite\Diablo	yrael.mdl"
$model "body" "body2.smd"
$model "body1" "nohead.smd"
$model "wings" "wings.smd"
$model "wings" "UnknownModelName.smd"
$cdmaterials "models	yrael\"
$hboxset "default"
$hbox 0 "Bip01 Pelvis" -7.945  -6.897  -9.465  8.123  7.450  9.431
$hbox 0 "Bip01 Spine" -4.286  -6.623  -8.166  10.467  7.455  8.162
$hbox 0 "Bip01 Spine1" -5.514  -5.984  -8.330  10.458  7.471  8.330
$hbox 0 "Bip01 Spine2" -9.262  -49.910  -220.502  120.484  6.907  220.514
$hbox 0 "Bip01 Neck1" -2.572  -3.829  -4.718  4.508  5.408  4.718
$hbox 0 "Bip01 L Clavicle" -2.085  -5.418  -5.148  14.564  6.337  15.226
$hbox 0 "Bip01 L UpperArm" -4.258  -4.304  -2.760  16.290  4.643  6.741
$hbox 0 "Bip01 L Forearm" -3.878  -2.870  -2.760  10.981  3.733  2.822
$hbox 0 "ValveBiped.Bip01_L_Hand" -0.311  -2.394  -2.044  5.638  1.457  2.604
$hbox 0 "Bip01 L UpperArmTwist" -5.133  -6.159  -4.636  12.431  14.619  6.133
$hbox 0 "Bip01 R Clavicle" -2.410  -5.418  -15.226  14.564  6.337  5.148
$hbox 0 "Bip01 R UpperArm" -4.258  -4.304  -6.741  16.290  4.643  2.760
$hbox 0 "Bip01 R Forearm" -3.316  -2.870  -2.822  10.981  3.733  2.760
$hbox 0 "ValveBiped.Bip01_R_Hand" -0.296  -2.407  -2.804  5.548  1.444  1.877
$hbox 0 "Bip01 R UpperArmTwist" -4.430  -6.159  -6.137  12.426  14.619  5.341
$hbox 0 "Bip01 R Thigh" -5.396  -6.481  -4.175  23.464  4.763  6.173
$hbox 0 "Bip01 R Calf" -5.658  -9.746  -3.759  19.115  4.083  3.650
$hbox 0 "ValveBiped.Bip01_R_Foot" -5.984  -5.549  -2.975  3.975  10.582  3.020
$hbox 0 "Bip01 L Thigh" -5.396  -6.758  -6.173  24.018  4.807  4.401
$hbox 0 "Bip01 L Calf" -5.658  -9.746  -3.650  19.115  4.083  3.759
$hbox 0 "ValveBiped.Bip01_L_Foot" -5.984  -5.549  -3.020  3.975  10.582  2.975
$hbox 0 "Bone03" -0.165  -0.671  -3.428  8.203  0.421  3.708
$hbox 0 "Bone04" 0.000  -1.035  -3.864  7.230  0.349  4.145
$hbox 0 "Bone05" 0.000  -1.212  -4.865  6.984  0.648  5.136
$hbox 0 "Bone10" 0.000  -0.492  -3.767  7.251  0.613  4.133
$hbox 0 "Bone11" 0.000  -0.835  -3.767  5.910  0.960  4.210
$hbox 0 "ValveBiped.Bip01_Head1" -4.033  -6.898  -3.986  9.003  4.548  4.135
$hbox 0 "Bip01 L ForearmTwist" -1.222  -3.269  -2.872  10.981  2.232  2.732
$hbox 0 "ValveBiped.Bip01_L_Finger3" -0.491  -0.865  -0.652  2.116  0.468  0.575
$hbox 0 "ValveBiped.Bip01_L_Finger4" -0.987  -0.825  -0.436  1.603  0.440  0.654
$hbox 0 "ValveBiped.Bip01_L_Finger2" -0.574  -0.956  -0.691  2.417  0.718  0.733
$hbox 0 "ValveBiped.Bip01_L_Finger1" -0.830  -1.019  -0.655  2.407  0.666  0.565
$hbox 0 "ValveBiped.Bip01_L_Finger11" -0.822  -0.840  -0.618  1.614  0.507  0.564
$hbox 0 "ValveBiped.Bip01_L_Finger0" -0.878  -1.225  -0.966  2.582  1.311  1.914
$hbox 0 "ValveBiped.Bip01_L_Finger01" -0.747  -0.821  -0.944  1.911  0.824  1.039
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.625  -0.466  -0.673  1.380  0.568  0.592
$hbox 0 "Bip01 R ForearmTwist" -1.222  -3.269  -2.732  10.981  2.232  2.872
$hbox 0 "ValveBiped.Bip01_R_Finger4" -1.005  -0.866  -0.573  1.520  0.562  0.500
$hbox 0 "ValveBiped.Bip01_R_Finger3" -0.508  -0.773  -0.601  2.145  0.580  0.605
$hbox 0 "ValveBiped.Bip01_R_Finger2" -0.572  -0.533  -0.713  2.416  0.740  0.708
$hbox 0 "ValveBiped.Bip01_R_Finger1" -0.822  -1.062  -0.553  2.364  0.778  0.742
$hbox 0 "ValveBiped.Bip01_R_Finger11" -0.804  -1.090  -0.554  1.589  0.426  0.667
$hbox 0 "ValveBiped.Bip01_R_Finger0" -0.762  -1.214  -1.935  2.586  1.267  1.017
$hbox 0 "ValveBiped.Bip01_R_Finger01" -0.816  -0.772  -1.106  1.851  0.773  1.058
$hbox 0 "ValveBiped.Bip01_R_Finger02" -0.606  -0.558  -0.582  1.384  0.548  0.630
// Model uses material "angel4.vmt"
// Model uses material "angel.vmt"
// Model uses material "angel3.vmt"
// Model uses material "angel3x.vmt"
// Model uses material "body.vmt"
// Model uses material "angel5.vmt"
// Model uses material "darkhole.vmt"
// Model uses material "angel2.vmt"
// Model uses material "Tyraelwings.vmt"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.637 0.000 36.217
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 160.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "bip01 pelvis"

	$jointconstrain "bone07" x limit -6.00 6.00 0.00
	$jointconstrain "bone07" y limit -110.00 110.00 0.00
	$jointconstrain "bone07" z limit -150.00 -5.00 0.00

	$jointconstrain "bone08" x limit -6.00 6.00 0.00
	$jointconstrain "bone08" y limit -130.00 130.00 0.00
	$jointconstrain "bone08" z limit -160.00 1.00 0.00

	$jointconstrain "bone09" x limit -10.00 10.00 0.00
	$jointconstrain "bone09" y limit -120.00 120.00 0.00
	$jointconstrain "bone09" z limit -160.00 4.00 0.00

	$jointconstrain "bone10" x limit -6.00 6.00 0.00
	$jointconstrain "bone10" y limit -120.00 120.00 0.00
	$jointconstrain "bone10" z limit -170.00 10.00 0.00

	$jointconstrain "bone02" x limit -6.00 6.00 0.00
	$jointconstrain "bone02" y limit -120.00 120.00 0.00
	$jointconstrain "bone02" z limit -5.00 160.00 0.00

	$jointconstrain "bone03" x limit -6.00 6.00 0.00
	$jointconstrain "bone03" y limit -125.00 125.00 0.00
	$jointconstrain "bone03" z limit -30.00 160.00 0.00

	$jointconstrain "bone04" x limit -6.00 6.00 0.00
	$jointconstrain "bone04" y limit -120.00 120.00 0.00
	$jointconstrain "bone04" z limit -50.00 160.00 0.00

	$jointconstrain "bone05" x limit -6.00 6.00 0.00
	$jointconstrain "bone05" y limit -105.00 105.00 0.00
	$jointconstrain "bone05" z limit -45.00 160.00 0.00

	$jointconstrain "bip01 l thigh" x limit -45.00 45.00 0.00
	$jointconstrain "bip01 l thigh" y limit -70.00 100.00 0.00
	$jointconstrain "bip01 l thigh" z limit -75.00 130.00 0.00

	$jointconstrain "bip01 l calf" x limit -40.00 40.00 0.00
	$jointconstrain "bip01 l calf" y limit -12.00 12.00 0.00
	$jointconstrain "bip01 l calf" z limit -140.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit -50.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -80.00 60.00 0.00

	$jointconstrain "bip01 r thigh" x limit -45.00 45.00 0.00
	$jointconstrain "bip01 r thigh" y limit -100.00 70.00 0.00
	$jointconstrain "bip01 r thigh" z limit -75.00 130.00 0.00

	$jointconstrain "bip01 r calf" x limit -40.00 40.00 0.00
	$jointconstrain "bip01 r calf" y limit -12.00 12.00 0.00
	$jointconstrain "bip01 r calf" z limit -140.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit -50.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -80.00 60.00 0.00

	$jointconstrain "bip01 spine2" x limit -75.00 75.00 0.00
	$jointconstrain "bip01 spine2" y limit -25.00 25.00 0.00
	$jointconstrain "bip01 spine2" z limit -70.00 110.00 0.00

	$jointconstrain "bip01 r clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "bip01 r clavicle" y limit 0.00 40.00 0.00
	$jointconstrain "bip01 r clavicle" z limit 0.00 0.00 0.00

	$jointconstrain "bip01 r upperarm" x limit -50.00 50.00 0.00
	$jointconstrain "bip01 r upperarm" y limit -160.00 110.00 0.00
	$jointconstrain "bip01 r upperarm" z limit -145.00 145.00 0.00

	$jointconstrain "bip01 r forearm" x limit -70.00 70.00 0.00
	$jointconstrain "bip01 r forearm" y limit -100.00 100.00 0.00
	$jointconstrain "bip01 r forearm" z limit -140.00 30.00 0.00

	$jointconstrain "bip01 l clavicle" x limit 0.00 0.00 0.00
	$jointconstrain "bip01 l clavicle" y limit -40.00 0.00 0.00
	$jointconstrain "bip01 l clavicle" z limit 0.00 0.00 0.00

	$jointconstrain "bip01 l upperarm" x limit -50.00 50.00 0.00
	$jointconstrain "bip01 l upperarm" y limit -110.00 160.00 0.00
	$jointconstrain "bip01 l upperarm" z limit -145.00 145.00 0.00

	$jointconstrain "bip01 l forearm" x limit -70.00 70.00 0.00
	$jointconstrain "bip01 l forearm" y limit -100.00 100.00 0.00
	$jointconstrain "bip01 l forearm" z limit -140.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -65.00 65.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -80.00 90.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -65.00 65.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -80.00 90.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -75.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -35.00 70.00 0.00

	$jointconstrain "bone11" x limit -6.00 6.00 0.00
	$jointconstrain "bone11" y limit -105.00 105.00 0.00
	$jointconstrain "bone11" z limit -160.00 12.00 0.00
}


Here’s the qc script from decompiling the model. I’m just starting out on making player models which is something I want to learn and hopefully this ragdoll here is a good place to start. Problem is finding a good guide/tutorial to base off.

Looks like it’s partially on the valve biped skeleton. So no, you can’t make it a player model right now.
BUT, depending on the way the skeleton is, you may be able to rename some bones, remove others, and get yourself a valve biped skeleton.

The random play

As you can clearly see the model does not fully use the valve biped, you were right because the hands and feet sway when you move and also the neck lol, well I’m partially proud of myself.

Any ideas on how to fix. Could I try rigging the actual model to a valve biped from another model or any biped for that matter?

Hello:smile:
Did someone can convert a Ragdoll to a player model for me too?

(Sorry for my bad english)

im pretty sure there is already a playermodel for that

You could decompile another model for its’ valve biped skeleton, but the sudden skeletal shift would create mesh issues (flying in random directions) that would probably scare you, they sure scared me the first time I tried it!

I recommend having 2 windows of blender open side by side, one with this model, and another with a model that has the valve biped skeleton. This way, you can see the differences and adjust the model accordingly.

I find it easier to just replace all valveBiped.bip01_ instance in the smd with something like …__ on one of of the models so that the two skeletons don’t impact each other. Much easier than trying to guestimate stuff side by side.