spawn custom ragdoll scrunched up in a ball?

i made a custom ragdoll and it looks fine in the HLMV but when i spawn it in gmod it always spawns in the same spot nomatter where i want it to spawn. also it is scrunched up in a little ball and doesnt move and dissapears when you look at it from certain angles. i made the bones my self but i named the bones the same way as valve’s biped. im pretty new to qc so i might have done something wrong so here is my qc file:

//main

$modelname thelaughingcheese\furry helaughingcheese_furry.mdl
$cdmaterials models helaughingcheese\furry
$scale 1.0

//face

$eyeposition 0 0 70
$attachment “eyes” “ValveBiped.Bip01_head1” 0.35 -4.500 68.634 absolute

//model command

$model body “E:\01 Jason Data\Source engine stuff\models\furrycompile helaughingcheese_furry_reference.smd” {
eyeball righteye ValveBiped.Bip01_Head1 -2.200 -4.500 68.634 pupil1 1.2 4.000 pupil 2.7
eyeball lefteye ValveBiped.Bip01_Head1 2.525 -4.525 68.634 pupil 1.2 -4.000 pupil 2.7
}

//animations

$sequence idle “E:\01 Jason Data\Source engine stuff\models\furrycompile helaughingcheese_furry_s_ragdoll.smd” ACT__IDLE fps 30.00
$sequence ragdoll “E:\01 Jason Data\Source engine stuff\models\furrycompile helaughingcheese_furry_s_ragdoll.smd” ACT_DIERAGDOLL fps 30.00

//collision and bones

$collisionjoints “E:\01 Jason Data\Source engine stuff\models\furrycompile helaughingcheese_furry_collision” {
$Mass 100
$inertia 2.00
$Root “valvebiped.bip01_pelvis”
$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_spine1" x limit -48.00 48.00 0.00
$jointconstrain "valvebiped.bip01_spine1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine1" z limit -25.00 50.00 0.00

$jointconstrain "valvebiped.bip01_spine" x limit -48.00 48.00 0.00
$jointconstrain "valvebiped.bip01_spine" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine" 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

$jointconstrain "valvebiped.bip01_tail" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_tail" y limit -50.00 50.00 0.00
$jointconstrain "valvebiped.bip01_tail" z limit -50.00 50.00 0.00

$jointconstrain "valvebiped.bip01_tail1" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_tail1" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_tail1" z limit -40.00 40.00 0.00

$jointconstrain "valvebiped.bip01_tail2" x limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_tail2" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_tail2" z limit -40.00 40.00 0.00

}

o ya and in the spawn icon(the icon on the button u press to spawn the ragdoll) the model looks fine but messes up when spawned. also the parts of the ragdoll sit directly in the middle of the world which means the world coordinates of each bone is at 0, 0, 0 i really dont know what i did wrong

Pic:
http://img35.imageshack.us/img35/5903/gmconstruct0008o.th.jpg

where that green, red, brown, black thing is, is my messed up ragdoll and its position is at 0, 0, 0 (world coordinates)

Try offsetting the 0.00 coordinates by a fraction of a unit, and make that change nearly unnoticeable. (I never made a ragdoll, but it’s an original thought nonetheless.)

it sticks to the 0,0,0 world coordinates not its own coordinates so offsetting it wont fix it but nice try though

nvm i found that my collision model messes it up in gmod so im remaking it