Page 2 of 2

Re: Model conversion help.

Posted: Tue Jun 21, 2011 7:50 am
by SkyNinja
I don't know a lot about errors, or the causes, but from the looks of the QC, it seems that the $collisionjoints is unfinished. Here's the entire collision joints section of a normal biped model:

Code: Select all

$collisionjoints "phymodel.smd" {

	$mass 100.0
	$inertia 2.00
	$damping 0.01
	$rotdamping 0.40
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 20.00 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

	$jointmassbias "valvebiped.bip01_l_calf" 2.00
	$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_r_thigh" x limit -25.00 39.00 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

	$jointmassbias "valvebiped.bip01_r_calf" 2.00
	$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

	$jointmassbias "valvebiped.bip01_r_foot" 4.00
	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -21.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00

	$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_l_upperarm" x limit -50.00 57.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -102.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_l_forearm" 2.00
	$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 -120.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_r_forearm" 2.00
	$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 -120.00 4.00 0.00

	$jointmassbias "valvebiped.bip01_r_hand" 4.00
	$jointconstrain "valvebiped.bip01_r_hand" x limit -120.00 120.00 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

	$jointmassbias "valvebiped.bip01_head1" 2.00
	$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

	$jointmassbias "valvebiped.bip01_l_hand" 4.00
	$jointconstrain "valvebiped.bip01_l_hand" x limit -120.00 120.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.00

	$jointmassbias "valvebiped.bip01_l_foot" 4.00
	$jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 -1.00 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
	$animatedfriction 1.000 1000.000 0.800 0.500 0.000
}
What you have doesn't have any joint settings defined at all... As far as actually setting that up goes, it's beyond me, I've never messed with ragdolls that much. One broken phone model for G-mod is the only time I've ever actually messed with ragdolls.

Re: Model conversion help.

Posted: Thu Jun 23, 2011 10:27 am
by AsG1Alligator
That part is made in hlmv, after the model is first compiled (besides the thing you provided is only usefull when you are working on human-shaped ragdoll)

Re: Model conversion help.

Posted: Tue Jun 28, 2011 6:20 pm
by AsG1Alligator
And how's going with the model?

Re: Model conversion help.

Posted: Tue Jun 28, 2011 7:42 pm
by MaestraFĂ©nix
AsG1Alligator wrote:And how's going with the model?
No changes, didnt back to work it yet.