Setting up the Citizens to use Zombie animations

I’m trying to set up the citizen models to use the zombie rig (yes, I know, it’s been done, but I’d like to learn how), but I’ve run into a snag:

http://www.guessmyname.darkstars.co.uk/pictures/longnight/testmap0008.jpg

I’ve decompiled the zombie and group1 citizen models, and fiddled the zombie’s qc to use the citizen stuff:


$modelname "Zombie/Classic.mdl"
$model "studio" "male_01_reference.smd"
$lod 10
 {
  replacemodel "male_01_reference" "lod1_male_01_reference"
}
$lod 20
 {
  replacemodel "male_01_reference" "lod2_male_01_reference"
}
$lod 35
 {
  replacemodel "male_01_reference" "lod3_male_01_reference"
}
$lod 60
 {
  replacemodel "male_01_reference" "lod4_male_01_reference"
}
$lod 90
 {
  replacemodel "male_01_reference" "lod5_male_01_reference"
}
$shadowlod
{
  replacemodel "male_01_reference" "lod6_male_01_reference"
}
$poseparameter move_yaw -180.00 180.00 360.00
$cdmaterials "models\Humans\Male\Group01\"
$cdmaterials "models\Humans\Male\"
$cdmaterials "models\humans\male\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine1" -8.500  -3.840  -7.120  15.500  9.840  7.730
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000  -3.500  -2.500  11.000  3.500  2.500
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500  -1.860  -1.900  10.500  3.110  2.360
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.780  -1.000  6.000  1.230  2.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000  -3.500  -2.500  11.000  3.500  2.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -1.890  -1.600  10.500  3.090  2.660
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000  -1.780  -2.500  6.000  1.230  0.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -4.000  -3.730  17.250  4.000  4.290
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -4.870  -3.540  17.250  3.180  2.630
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.500  -2.000  -2.500  7.500  2.000  2.500
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -4.000  -3.730  17.250  4.000  4.290
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -4.920  -3.120  17.250  3.250  2.650
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.500  -2.000  -2.500  7.500  2.000  2.500
$hbox 1 "ValveBiped.HC_Body_Bone" -6.590  -5.000  -5.760  8.500  5.000  6.240
// Model uses material "Zombie_Classic_sheet.vmt"
// Model uses material "headcrabsheet.vmt"
$attachment "headcrab" "ValveBiped.HC_Rear_Bone" -0.00 -0.00 0.00 rotate -0.00 -0.00 -0.00
$attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00 60.00 90.00
$attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00 90.00 90.00
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$surfaceprop "zombieflesh"
$eyeposition -0.000 0.000 64.000
$illumposition 4.810 -2.887 33.803
$sequence Idle01 "Idle01" loop ACT_IDLE 1 fps 30.00
$animation a_WalkS "a_WalkS" loop fps 24.000000
$animation a_WalkSE "a_WalkSE" loop fps 24.000000
$animation a_WalkE "a_WalkE" loop fps 24.000000
$animation a_WalkNE "a_WalkNE" loop fps 24.000000
$animation a_walk1 "a_walk1" loop fps 24.000000
$animation a_WalkNW "a_WalkNW" loop fps 24.000000
$animation a_WalkW "a_WalkW" loop fps 24.000000
$animation a_WalkSW "a_WalkSW" loop fps 24.000000
$sequence walk "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 5 }
  { event AE_ZOMBIE_STEP_RIGHT 15 }
  { event AE_ZOMBIE_SCUFF_LEFT 20 }
  { event AE_ZOMBIE_STEP_LEFT 28 }
  { event AE_ZOMBIE_STEP_RIGHT 38 }
  { event AE_ZOMBIE_SCUFF_LEFT 40 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk1 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk2 "a_walk2" loop fps 24.000000
$sequence walk2 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_SCUFF_RIGHT 10 }
  { event AE_ZOMBIE_STEP_RIGHT 21 }
  { event AE_ZOMBIE_STEP_LEFT 31 }
  { event AE_ZOMBIE_SCUFF_RIGHT 34 }
  { event AE_ZOMBIE_STEP_RIGHT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk2 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk3 "a_walk3" loop fps 24.000000
$sequence walk3 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_STEP_RIGHT 18 }
  { event AE_ZOMBIE_SCUFF_LEFT 21 }
  { event AE_ZOMBIE_STEP_LEFT 32 }
  { event AE_ZOMBIE_STEP_RIGHT 40 }
  { event AE_ZOMBIE_SCUFF_LEFT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk3 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_Walk4 "a_Walk4" loop fps 24.000000
$sequence walk4 "a_Walk4" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 4 }
  { event AE_ZOMBIE_STEP_RIGHT 16 }
  { event AE_ZOMBIE_STEP_LEFT 22 }
  { event AE_ZOMBIE_STEP_RIGHT 28 }
  { event AE_ZOMBIE_STEP_LEFT 43 }
  { event AE_ZOMBIE_STEP_RIGHT 49 }
  { event AE_ZOMBIE_STEP_LEFT 58 }
  { event AE_ZOMBIE_STEP_RIGHT 67 }
}

$sequence FireWalk "FireWalk" loop ACT_WALK_ON_FIRE 1 fps 30.00
$sequence FireIdle "FireIdle" loop ACT_IDLE_ON_FIRE 1 fps 30.00
$sequence attackA "attackA" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
  { event AE_NPC_ATTACK_BROADCAST 10 }
}

$sequence attackB "attackB" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
  { event AE_NPC_ATTACK_BROADCAST 10 }
}

$sequence attackC "attackC" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
  { event AE_NPC_ATTACK_BROADCAST 10 }
}

$sequence attackD "attackD" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
  { event AE_NPC_ATTACK_BROADCAST 10 }
}

$sequence attackE "attackE" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

$sequence attackF "attackF" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

$sequence swatleftmid "swatleftmid" ACT_ZOM_SWATLEFTMID 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 9 }
}

$sequence swatrightmid "swatrightmid" ACT_ZOM_SWATRIGHTMID 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 9 }
}

$sequence swatleftlow "swatleftlow" ACT_ZOM_SWATLEFTLOW 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 15 }
}

$sequence swatrightlow "swatrightlow" ACT_ZOM_SWATRIGHTLOW 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 18 }
}

$sequence releasecrab "releasecrab" ACT_ZOM_RELEASECRAB 1 fps 30.00
$sequence physflinch1 "physflinch1" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch2 "physflinch2" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch3 "physflinch3" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence smashfall64 "smashfall64" fps 30.00 {
  { event AE_NPC_BODYDROP_HEAVY 10 }
  { event AE_NPC_BODYDROP_HEAVY 27 }
  { event AE_NPC_BODYDROP_HEAVY 37 }
  { event AE_ZOMBIE_GET_UP 75 }
}

$sequence slump_a "slump_a" loop fps 30.00
$sequence slumprise_a "slumprise_a" fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 1 }
  { event AE_NPC_LEFTFOOT 15 }
  { event AE_NPC_RIGHTFOOT 50 }
  { event AE_ZOMBIE_GET_UP 80 }
}

$sequence slumprise_a_attack "slumprise_a_attack" fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 1 }
  { event AE_NPC_LEFTFOOT 15 }
  { event AE_NPC_RIGHTFOOT 50 }
  { event AE_ZOMBIE_GET_UP 80 }
  { event AE_ZOMBIE_ATTACK_SCREAM 16 }
  { event AE_ZOMBIE_ATTACK_RIGHT 36 }
}

$sequence slumprise_a2 "slumprise_a2" fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 1 }
  { event AE_NPC_RIGHTFOOT 16 }
  { event AE_NPC_RIGHTFOOT 22 }
  { event AE_ZOMBIE_GET_UP 24 }
}

$sequence slump_b "slump_b" loop fps 30.00
$sequence slumprise_b "slumprise_b" fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 1 }
  { event AE_NPC_LEFTFOOT 13 }
  { event AE_NPC_RIGHTFOOT 27 }
  { event AE_ZOMBIE_GET_UP 57 }
}

$sequence Breakthrough "Breakthrough" fps 30.00
$sequence canal5await "canal5await" fps 30.00
$sequence canal5aattack "canal5aattack" fps 30.00
$animation zombie_delta.smd "zombie_delta.smd" fps 30
$sequence flinch_headinDelta "flinch_headinDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_headinFrame "flinch_headinFrame" fps 30.00
$sequence flinch_headCoreDelta "flinch_headCoreDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_headOutFrame "flinch_headOutFrame" fps 30.00
$sequence flinch_headoutDelta "flinch_headoutDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_head "flinch_head" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_chestinDelta "flinch_chestinDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_chestinFrame "flinch_chestinFrame" fps 30.00
$sequence flinch_chestCoreDelta "flinch_chestCoreDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_chestOutFrame "flinch_chestOutFrame" fps 30.00
$sequence flinch_chestoutDelta "flinch_chestoutDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_chest "flinch_chest" ACT_GESTURE_FLINCH_CHEST 1 fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_leftArminDelta "flinch_leftArminDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_leftArminFrame "flinch_leftArminFrame" fps 30.00
$sequence flinch_leftArmCoreDelta "flinch_leftArmCoreDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_leftArmOutFrame "flinch_leftArmOutFrame" fps 30.00
$sequence flinch_leftArmoutDelta "flinch_leftArmoutDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_leftArm "flinch_leftArm" ACT_GESTURE_FLINCH_LEFTARM 1 fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_rightArminDelta "flinch_rightArminDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_rightArminFrame "flinch_rightArminFrame" fps 30.00
$sequence flinch_rightArmCoreDelta "flinch_rightArmCoreDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_rightArmOutFrame "flinch_rightArmOutFrame" fps 30.00
$sequence flinch_rightArmoutDelta "flinch_rightArmoutDelta" fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_rightArm "flinch_rightArm" ACT_GESTURE_FLINCH_RIGHTARM 1 fps 30.00 subtract zombie_delta.smd 0
$sequence flinch_leftLeg "flinch_leftLeg" ACT_FLINCH_LEFTLEG 1 fps 30.00
$sequence flinch_rightLeg "flinch_rightLeg" ACT_FLINCH_RIGHTLEG 1 fps 30.00
$sequence alyx_zombie_fight1 "alyx_zombie_fight1" ACT_DI_ALYX_ZOMBIE_MELEE 1 fps 30.00 {
  { event AE_CL_PLAYSOUND 10 "Zombie.Alert" }
  { event AE_CL_PLAYSOUND 36 "Zombie.Pain" }
}

$sequence alyx_zombie_fight2 "alyx_zombie_fight2" ACT_DI_ALYX_ZOMBIE_MELEE 1 fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 4 }
  { event AE_CL_PLAYSOUND 38 "Zombie.Pain" }
  { event AE_ZOMBIE_POPHEADCRAB 76 "ValveBiped.Bip01_R_hand 1000" }
  { event AE_NPC_SET_INTERACTION_CANTDIE 50 "0" }
}

$sequence alyx_zombie_shotgun_fight1 "alyx_zombie_shotgun_fight1" ACT_DI_ALYX_ZOMBIE_SHOTGUN64 1 fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 4 }
  { event AE_CL_PLAYSOUND 23 "Zombie.Pain" }
}

$sequence alyx_zombie_shotgun_fight2 "alyx_zombie_shotgun_fight2" ACT_DI_ALYX_ZOMBIE_SHOTGUN64 1 fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 4 }
  { event AE_CL_PLAYSOUND 23 "Zombie.Pain" }
}

$sequence alyx_zombie_shotgun_fight3 "alyx_zombie_shotgun_fight3" ACT_DI_ALYX_ZOMBIE_SHOTGUN26 1 fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 4 }
  { event AE_CL_PLAYSOUND 17 "Zombie.Pain" }
  { event AE_ZOMBIE_POPHEADCRAB 17 "ValveBiped.Bip01_R_hand 800" }
}

$sequence alyx_zombie_shotgun_fight4 "alyx_zombie_shotgun_fight4" ACT_DI_ALYX_ZOMBIE_SHOTGUN26 1 fps 30.00 {
  { event AE_ZOMBIE_ALERTSOUND 4 }
  { event AE_CL_PLAYSOUND 15 "Zombie.Die" }
  { event AE_CL_PLAYSOUND 45 "Zombie.Pain" }
  { event AE_NPC_HURT_INTERACTION_PARTNER 48 "ME 200" }
}

$sequence alyx_zombie_kick1 "alyx_zombie_kick1" ACT_DI_ALYX_ZOMBIE_MELEE 1 fps 30.00 {
  { event AE_ZOMBIE_POPHEADCRAB 22 "ValveBiped.Bip01_R_Foot 1500" }
}

$sequence alyx_zombie_grab "alyx_zombie_grab" fps 30.00
$sequence alyx_zombie_grab_PI "alyx_zombie_grab_PI" loop fps 30.00
$sequence alyx_zombie_grab_exit "alyx_zombie_grab_exit" fps 30.00 {
  { event AE_NPC_HURT_INTERACTION_PARTNER 20 "ME 100" }
}

$sequence alyx_zombie_elbow_45L "alyx_zombie_elbow_45L" fps 30.00 {
  { event AE_NPC_HURT_INTERACTION_PARTNER 43 "ME 100" }
}

$sequence Tantrum "Tantrum" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00
$sequence WallPound "WallPound" loop ACT_ZOMBIE_WALLPOUND 1 fps 30.00 {
  { event AE_ZOMBIE_POUND 14 }
  { event AE_ZOMBIE_POUND 35 }
}

$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 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.300 0.000
}


Now I’m trying to find a way to fix the face and hands. I’ve checked the UVs on the decompiled citizen; the face thing isn’t because of the decompile. GUIStudioMDL didn’t show up any errors on the compile, though I do get this in the console:



Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_l)
Requesting texture value from var "$glint" which is not a texture value (material: models/humans/male/dark_eyeball_r)


-seems to be something to do with the eye textures, and I doubt it’s responsible for the face.

What I want to do:
-Fix the hand animations - the zombie rig is set up for elongated fingers which I obviously don’t want on the citizens.
-Fix the head
-Compile an animation mdl so that I can simply use $include to add the animations to the other ‘zombie citizens’ (like how they all have shared animations etc, but for the zombie anims)

Can anyone help with this? I really don’t want to go through every animation smd by hand adjusting things. Is there a quick, easy way of fixing this? (ie just merging all the hand/finger bones together in the qc; would that work?)

When I made my Headcrabbed Wehrmacht soldiers from DoD:S.
I just hexed the “zombie_classic.mdl” into “zombie_animscl.mdl”

Then I just used $"includemodel “models/zombie/zombie_animscl.mdl”
and it had all of the working anims.

As for the face, you need to open the texture, and either clamp T or S on the sheet.
And for the fingers You’ll probably just have to un-rig the finger bones.

Hey shotgunguy did you release the dod zombies?

No, I still didn’t make the gibs or the allied zombies yet.
But this thread isn’t about that, It’s about rigging citizens to zombie anims.

Edit:

Ok, think I know why your eyes are fucked up.
You deleted all of the facepose data, put that back in and recompile it with the stuff I said in my previous post.

Okay, it works now:

http://www.guessmyname.darkstars.co.uk/pictures/longnight/testmap0011.jpg

Thanks for the help! The eyes are still a bit broke, but as I’ll be removing those anyway, I’m not as bothered. With the stretching issue; bizarrely, the facemap texture actually already had both of those checked. Unchecking them fixed the problem, bizarrely enough

And I discovered a(nother) bug in mdldecompiler in the process >_> - all eyes are set up assuming the texture is eyeball_l/r, when the model was actually using dark_eyeball_l/r, resulting in compile errors.