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- You're sure that these bones are weight painted?
- You've updated the reference animation to include these bones?
- These bones don't have particularly weird names, such as including bizarre letters?
- These bones do not have a name that SFM automatically hides? (e.g. "righteye")
- You're definitely loading the right model, including checking that it's not been overridden by a higher priority mod?
EDIT:
- You don't have any $definebone sets that don't include these bones?
(I've certainly had some weird cases where two meshes thought that the same bone should be in different places...)
That said, you've reminded me that I'd left $definebone off my list, so I've added that in.
Just for reference, if anyone else is looking for some tutorial or guide on how to do it, just follow this:
1. Unpack the model as necessary
2. Load the .qc in your choice of 3D Modeling/Editing software
3. Select the armature, and if in Blender, go into the 'Edit' mode (or equivalent for other software).
4. Select the bone in which you would like to extrude from.
5. Extrude the bone to desired position
6. Weight paint the bone to your mesh, change the name of the bone to fit.
(If the bone is not named after a ValveBiped structure, and is not recognized as a specific bone of that syntax, it will appear under the 'Unknown' section of the animation set editor.)
7. Export both the modified armature and the mesh into the desired folder.
(Make sure you have completely replaced the model's original animation file with the exported ragdoll.smd file of the modified armature).
8. If your .qc contains the $definebone command, remove every trace of it. To my understanding, any bone not named and specified under this command will not appear in general - no matter if it's on the armature or not.
9. Compile. It should work.