T-Posing Cutsom Playermodel

Trying to make a playermodel (from NPC)
I did recompile rigged model (skeleton is taken from CS:S terrorist playermodel)
But my model is still T-Posing around :frowning:

My .qc file: (view messages below: .qc is updated, but I still have the same problem :frowning: )


$cd "C:\Games\Steam\SteamApps\common\sourcesdk_content\  cstrike\modelsrc\fnaf"
$modelname "spygineer\fnaf4\plushtrap.mdl"

$model "eyes" "eyes.smd"
$model "Ears" "ears.smd"
$model "Head" "head.smd"
$model "Nose" "nose.smd"
$model "Teeth" "teeth.smd"
$model "Endoskeleton Mounth" "endo_mounth.smd"
$model "Inner Mounth" "mounth_inner.smd"
$model "Jaw" "jaw.smd"
$model "Body" "body.smd"
$model "Arms" "arms.smd"
$model "Endoskeleton Arms" "arm_endo.smd"
$model "Endoskeleton Spine + pelvis" "spine_endo.smd"
$model "Pelvis" "pelvis.smd"
$model "Legs" "legs.smd"
$model "Endoskeleton Knees" "endo_knee.smd"
$model "Eye lids" "eyelids.smd"

$includemodel "f_anm.mdl"
$cdmaterials "models\Spygineer\fnaf4\plushtrap\"
$hboxset "default"

$surfaceprop "metal"
$illumposition 1.162 0.000 20.357
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00

Moved to modelling forum.

For player models you must rig your model to valve biped and include the player model animation files.

You can find examples & more info here: http://wiki.garrysmod.com/page/Player_model_compilation

UPD:
Now using this .qc:


$cd "C:\Games\Steam\SteamApps\common\sourcesdk_content\cstrike\modelsrc\fnaf"
$modelname "spygineer\fnaf4\plushtrap.mdl"
$cdmaterials "models\Spygineer\fnaf4\plushtrap\"
$ambientboost

$model "eyes" "eyes.smd"
$model "Ears" "ears.smd"
$model "Head" "head.smd"
$model "Nose" "nose.smd"
$model "Teeth" "teeth.smd"
$model "Endoskeleton Mounth" "endo_mounth.smd"
$model "Inner Mounth" "mounth_inner.smd"
$model "Jaw" "jaw.smd"
$model "Body" "body.smd"
$model "Arms" "arms.smd"
$model "Endoskeleton Arms" "arm_endo.smd"
$model "Endoskeleton Spine + pelvis" "spine_endo.smd"
$model "Pelvis" "pelvis.smd"
$model "Legs" "legs.smd"
$model "Endoskeleton Knees" "endo_knee.smd"
$model "Eye lids" "eyelids.smd"

$include "standardhierarchy.qci"
$include "standardikchains.qci"
$include "male/commonbones.qci"
$include "male/hitbox.qci"
// $include "male/ragdoll.qci" ("couldn't load" error)

$attachment "eyes" "ValveBiped.Bip01_Head1" 3.79 -3.78 0.01 rotate -0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -5.70 0.00 rotate -0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00

$includemodel "m_anm.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "m_drive_anm.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$includemodel "humans/male_ss.mdl"

$surfaceprop "metal"
$illumposition 1.162 0.000 20.357
// $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00   (decompiled ragdoll.smd doesnt work)

$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


Animations ‘works’ now, but model is still in T-Pose. (.qci’s included)
Model is rigged to ValveBiped.

How to fix T-Pose? :frowning:

Only include m_anm. The rest don’t exist/are for NPCs.

As unfortunate as it may sound, the animations don’t do anything but tell the Valve skeleton how and where to move at what frames. It doesn’t mysteriously make your model work without setting your model up to actually be properly animated with the animations.

In other words, your model doesn’t just need the animations linked, but it needs a proper Valve skeleton (what Robotboy meant by ‘rig.’)

Thank you for your reply :slight_smile:
I didn’t find any tutorials for characters rigging for Source except this one:
http://forum.facepunch.com/showthread.php?t=1411683

But I think that my model is rigged with automatic weights (thru Ctrl+P menu)

Skeleton is taken from ‘t_phoenix’ (Phoenix Terrorist Playermodel from CS:S)

But I still cant understand what did I wrong :frowning:

Thank you, I will delete them now and try to recompile the model :slight_smile:

[editline]3rd August 2015[/editline]

Deleting NPC’s anims didn’t help me :frowning:
It is still T-Posing around :frowning:

Found out the problem:
My skeleton isnt attached to the model.
How to attach my finished skeleton to the model in Blender?

Conclusion:
Its impossible to make playermodels from custom-sized ragdolls without flex-animating, which is too hard for me :frowning:
Thanks everyone for fast replies.
Deleted project.
/thread