Source Model Pose Parameter Issue

I’m completely stumped on this, so any help would be much appreciated.

I’m making a custom animation set to add onto the existing “m_anm.mdl” model for Garry’s Mod, to be used alongside custom models I’ve made. Everything works perfectly, except for when it comes to more advanced animations that involve pose parameters, the game doesn’t display it correctly, despite it working flawlessly in the HL2 model viewer tool (hlmv).

Here’s an example comparing the exact same animation in HLMV and in-game:

HLMV Preview (pardon the missing textures)

In-Game Preview

As you can see, in-game the pose parameters are meeting their correct destinations (x_move goes to -1, 0, and 1), but nowhere in between, making it just one giant, ugly step.

Here is the related QC data to this particular animation:



$animation "a_eft_run_ball_N" "anims\a_eft_run_ball_N.smd" {
	fps 30
	loop
}


etc…



$sequence "eft_run_ball" {
	a_eft_run_ball_SW
	a_eft_run_ball_S
	a_eft_run_ball_SE
	a_eft_run_ball_W
	a_eft_run_ball_C
	a_eft_run_ball_E
	a_eft_run_ball_NW
	a_eft_run_ball_N
	a_eft_run_ball_NE

	blend move_y -1 1
	blend move_x -1 1

	activity ACT_EFT_RUN_BALL 1
	fadein 0.4
	fadeout 0.3
	addlayer gmod_breath_layer
	addlayer body_rot_z
	node running
	fps 30
	loop
}


If it’s any help, the maxSeqGroundSpeed argument of the GM.UpdateAnimation hook in Garry’s Mod is always 0 when it comes to my animations with pose parameters.

It uses movement data for blending so you’ll have to make the animation actually physically move through space and then add “LX LY” to the sequence.

Fixed it by actually transforming the entire skeleton’s position over time before exporting. Thanks a lot!