STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
1,328
IN-GAME
8,864
ONLINE
Founded
October 26, 2013
Language
English
_DaGinzo_ Oct 19, 2016 @ 12:25pm
Rotation constraints error
So i was trying to compile a model i made, and i seem to be getting an error that says...

"ERROR: Rotation constraint on bone "ValveBiped.Bip01_Pelvis" which has no parent!!!"

I tried looking this problem up almost everywhere and I can't seem to get a valid answer to actually get it to work. I did weightpaint that bone in blender, but that didn't work either.

if there's anyone here that can help. i'd be glad.
< >
Showing 1-15 of 17 comments
ZeqMacaw Oct 19, 2016 @ 2:08pm 
That error is likely caused by a problem with the QC lines for $collisionmodel or $collisionjoints or a problem with the physics mesh SMD file (the file given to either of those two aforementioned QC commands).

Make sure the aforementioned QC commands have the proper opening and closing braces.

Make sure all faces in the physics mesh SMD file have the same material name and that all faces are actually weighted to a bone.

Check the compile log for earlier warnings or error messages related to the physics mesh. Sometimes those earlier messages are useful for finding the cause of the problem.
Last edited by ZeqMacaw; Oct 19, 2016 @ 2:09pm
_DaGinzo_ Oct 19, 2016 @ 2:26pm 
So i checked my QC files, and there doesn't seem to be a problem with the $collisionjoints. however it does not have a $collisionmodel line, will that interfere with the model? becuase the QC file i have didn't come with it.

Also, do I have to use blender to rig the physics mesh?
ZeqMacaw Oct 19, 2016 @ 2:46pm 
The QC file should only have one of $collisionmodel or $collisionjoints, not both.

Yes, the physics mesh should be rigged.
_DaGinzo_ Oct 19, 2016 @ 3:50pm 
I checked the SMD file in blender, the pelvis seems to have been weighted. now I'm not too sure what the problem is.
_DaGinzo_ Oct 19, 2016 @ 3:52pm 
But I'll show you the QC and the VTA files with this model, just to see if there is anything wrong with them.
_DaGinzo_ Oct 19, 2016 @ 3:54pm 
// Created by Crowbar 0.34.0.0

$ModelName "Mary.mdl"

$Model "Aly2" "mary_reference.smd" {

eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.300000 -2.933001 65.202020 "eyeball_r" 1 4 "iris_unused" 0.682
eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.313000 -2.933001 65.212015 "eyeball_l" 1 -4 "iris_unused" 0.682

eyelid upper_right "mary.vta" lowerer 38 -0.23 neutral 0 0.15 raiser 39 0.24 split 1 eyeball "eye_right"
eyelid lower_right "mary.vta" lowerer 40 -0.29 neutral 0 -0.23 raiser 41 -0.1 split 1 eyeball "eye_right"
eyelid upper_left "mary.vta" lowerer 42 -0.23 neutral 0 0.14 raiser 43 0.21 split -1 eyeball "eye_left"
eyelid lower_left "mary.vta" lowerer 44 -0.34 neutral 0 -0.25 raiser 45 -0.13 split -1 eyeball "eye_left"

mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0

flexfile "mary.vta"
{
defaultflex frame 0
flex "upper_right" frame 1
flex "lower_right" frame 2
flex "upper_left" frame 3
flex "lower_left" frame 4
flex "AU42" frame 5
flexpair "AU1" 1 frame 6
flexpair "AU2" 1 frame 7
flexpair "AU4" 1 frame 8
flexpair "AU1AU2" 1 frame 9
flexpair "AU12" 1 frame 10
flex "AU12AU25" frame 11
flexpair "AU15" 1 frame 12
flexpair "AU17" 1 frame 13
flexpair "AU14" 1 frame 14
flexpair "AU10" 1 frame 15
flexpair "AU10S" 1 frame 16
flex "AU16" frame 17
flexpair "AU6" 1 frame 18
flexpair "AU9" 1 frame 19
flexpair "AU25" 1 frame 20
flexpair "AU18" 1 frame 21
flexpair "AU22" 1 frame 22
flexpair "AU20" 1 frame 23
flex "AU32" frame 24
flex "AU24" frame 25
flex "AU38" frame 26
flex "AU31" frame 27
flexpair "AU26" 1 frame 28
flexpair "AU27" 1 frame 29
flexpair "AU26Z" 1 frame 30
flexpair "AU27Z" 1 frame 31
flexpair "AU13" 1 frame 32
flex "AD96L" frame 33
flex "AD96R" frame 34
flex "AD30L" frame 35
flex "AD30R" frame 36
flex "AD32" frame 37
// Already in eyelid lines: flex "upper_right" frame 38
// Already in eyelid lines: flex "upper_right" frame 39
// Already in eyelid lines: flex "lower_right" frame 40
// Already in eyelid lines: flex "lower_right" frame 41
// Already in eyelid lines: flex "upper_left" frame 42
// Already in eyelid lines: flex "upper_left" frame 43
// Already in eyelid lines: flex "lower_left" frame 44
// Already in eyelid lines: flex "lower_left" frame 45
}

flexcontroller eyelid range 0 1 right_lid_raiser
flexcontroller eyelid range 0 1 left_lid_raiser
flexcontroller eyelid range 0 1 right_lid_tightener
flexcontroller eyelid range 0 1 left_lid_tightener
flexcontroller eyelid range 0 1 right_lid_droop
flexcontroller eyelid range 0 1 left_lid_droop
flexcontroller eyelid range 0 1 right_lid_closer
flexcontroller eyelid range 0 1 left_lid_closer
flexcontroller eyelid range 0 1 half_closed
flexcontroller eyelid range 0 1 blink
flexcontroller brow range 0 1 right_inner_raiser
flexcontroller brow range 0 1 left_inner_raiser
flexcontroller brow range 0 1 right_outer_raiser
flexcontroller brow range 0 1 left_outer_raiser
flexcontroller brow range 0 1 right_lowerer
flexcontroller brow range 0 1 left_lowerer
flexcontroller nose range 0 1 right_cheek_raiser
flexcontroller nose range 0 1 left_cheek_raiser
flexcontroller nose range 0 1 wrinkler
flexcontroller nose range 0 1 dilator
flexcontroller mouth range 0 1 right_upper_raiser
flexcontroller mouth range 0 1 left_upper_raiser
flexcontroller mouth range 0 1 right_corner_puller
flexcontroller mouth range 0 1 left_corner_puller
flexcontroller mouth range 0 1 right_corner_depressor
flexcontroller mouth range 0 1 left_corner_depressor
flexcontroller mouth range 0 1 chin_raiser
flexcontroller phoneme range 0 1 right_part
flexcontroller phoneme range 0 1 left_part
flexcontroller phoneme range 0 1 right_puckerer
flexcontroller phoneme range 0 1 left_puckerer
flexcontroller phoneme range 0 1 right_funneler
flexcontroller phoneme range 0 1 left_funneler
flexcontroller phoneme range 0 1 right_stretcher
flexcontroller phoneme range 0 1 left_stretcher
flexcontroller phoneme range 0 1 bite
flexcontroller phoneme range 0 1 presser
flexcontroller phoneme range 0 1 tightener
flexcontroller phoneme range 0 1 jaw_clencher
flexcontroller phoneme range 0 1 jaw_drop
flexcontroller phoneme range 0 1 right_mouth_drop
flexcontroller phoneme range 0 1 left_mouth_drop
flexcontroller mouth range 0 1 smile
flexcontroller mouth range 0 1 wide_open
flexcontroller mouth range 0 1 sneer_left
flexcontroller mouth range 0 1 right_dimpler
flexcontroller mouth range 0 1 left_dimpler
flexcontroller mouth range 0 1 right_cheek_puffer
flexcontroller mouth range 0 1 left_cheek_puffer
flexcontroller mouth range 0 1 mouth_sideways
flexcontroller mouth range 0 1 jaw_sideways
flexcontroller mouth range 0 1 lip_bite
flexcontroller mouth range 0 1 lower_lip
flexcontroller head range 0 1 head_rightleft
flexcontroller head range 0 1 head_updown
flexcontroller head range 0 1 head_tilt
flexcontroller eyes range 0 1 eyes_updown
flexcontroller eyes range 0 1 eyes_rightleft
flexcontroller body range 0 1 body_rightleft
flexcontroller chest range 0 1 chest_rightleft
flexcontroller head range 0 1 head_forwardback
flexcontroller gesture range 0 1 gesture_updown
flexcontroller gesture range 0 1 gesture_rightleft

localvar right_open
localvar left_open
localvar biter
localvar lower_lip_active
localvar right_lip_suppressor
localvar left_lip_suppressor
localvar right_scaled_part
localvar left_scaled_part
localvar right_depressor_suppressor
localvar left_depressor_suppressor
localvar right_corner_suppressor
localvar left_corner_suppressor
localvar right_drop_suppressor
localvar left_drop_suppressor
localvar right_drop
localvar left_drop
%upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink)
%upper_right_neutral = (1 - right_lid_droop * 0.8) * (1 - right_lid_raiser) * (1 - right_lid_closer) * (1 - blink)
%upper_right_lowerer = right_lid_closer + blink * (1 - right_lid_closer)
%upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - left_lid_closer) * (1 - blink)
%upper_left_neutral = (1 - left_lid_droop * 0.8) * (1 - left_lid_raiser) * (1 - left_lid_closer) * (1 - blink)
%upper_left_lowerer = left_lid_closer + blink * (1 - left_lid_closer)
%lower_right_raiser = right_lid_closer + blink * 0.5 * (1 - right_lid_closer)
%lower_right_neutral = (1 - right_lid_closer) * (1 - 0.5 * blink) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25)
%lower_right_lowerer = 0
%lower_left_raiser = left_lid_closer + blink * 0.5 * (1 - left_lid_closer)
%lower_left_neutral = (1 - left_lid_closer) * (1 - 0.5 * blink) * (1 - left_lid_tightener * 0.5) * (1 - left_cheek_raiser * 0.25)
%lower_left_lowerer = 0
%AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer)
%AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer)
%AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer)
%AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer)
%AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer)
%AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer)
%AU4R = right_lowerer
%AU4L = left_lowerer
%AU6R = right_cheek_raiser
%AU6L = left_cheek_raiser
%AU9R = wrinkler
%AU9L = wrinkler
%AU38 = dilator
%right_open = smile + right_part * (1 - smile) + right_puckerer + right_funneler + right_upper_raiser * 0.5 + lower_lip * 0.5
%left_open = smile + left_part * (1 - smile) + left_puckerer + left_funneler + left_upper_raiser * 0.5 + lower_lip * 0.5 + sneer_left * 0.5
%biter = bite * (1 - lip_bite) + lip_bite
%lower_lip_active = lower_lip * 0.5
%right_lip_suppressor = 1 / %right_open * (1 - presser) * (1 - %biter) * (1 - chin_raiser)
%left_lip_suppressor = 1 / %left_open * (1 - presser) * (1 - %biter) * (1 - chin_raiser)
%right_open = right_part + right_puckerer + right_funneler + right_upper_raiser * 0.5 + %lower_lip_active
%left_open = left_part + left_puckerer + left_funneler + left_upper_raiser * 0.5 + %lower_lip_active + sneer_left * 0.5
%AU10R = right_upper_raiser * right_upper_raiser * 0.5 * %right_lip_suppressor
%AU10L = left_upper_raiser * left_upper_raiser * 0.5 * %left_lip_suppressor
%right_scaled_part = right_part * right_part * %right_lip_suppressor
%left_scaled_part = left_part * left_part * %left_lip_suppressor
%AU25R = %right_scaled_part * (1 - right_corner_puller)
%AU25L = %left_scaled_part * (1 - left_corner_puller)
%AU12AU25 = smile * smile * 0.5 * (%right_lip_suppressor + %left_lip_suppressor)
%AU18R = 0.5 * right_puckerer * right_puckerer * %right_lip_suppressor
%AU18L = 0.5 * left_puckerer * left_puckerer * %left_lip_suppressor
%AU22R = right_funneler * right_funneler * %right_lip_suppressor
%AU22L = left_funneler * left_funneler * %left_lip_suppressor
%AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25R + %AU18R + %AU22R)) * (1 - smile)
%AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25L + %AU18L + %AU22L)) * (1 - smile)
%right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5)
%left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5)
%AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor
%AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor
%right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile)
%left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile)
%AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor * (1 - right_part)
%AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor * (1 - left_part)
%AU20R = right_stretcher * right_stretcher * %right_corner_suppressor
%AU20L = left_stretcher * left_stretcher * %left_corner_suppressor
%AU32 = bite
%AU24 = presser + (1 - presser) * tightener
%AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + jaw_drop)
%right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - bite)
%left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - bite)
%right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor
%left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor
%AU26ZR = jaw_drop * (1 - %right_drop) * jaw_drop / (jaw_clencher + jaw_drop)
%AU26ZL = jaw_drop * (1 - %left_drop) * jaw_drop / (jaw_clencher + jaw_drop)
%AU27ZR = jaw_drop * %right_drop * jaw_drop / (jaw_clencher + jaw_drop)
%AU27ZL = jaw_drop * %left_drop * jaw_drop / (jaw_clencher + jaw_drop)
%AU10SR = sneer_left
%AU10SL = sneer_left
%AU27ZR = wide_open
%AU27ZL = wide_open
%AU42 = half_closed
%AU16 = lower_lip * lower_lip * 0.25 * (%right_lip_suppressor + %left_lip_suppressor) * (1 - 0.5 * (%AU27R + %AU27L))
%AU13R = right_cheek_puffer
%AU13L = left_cheek_puffer
%AD32 = 0.5 * lip_bite
%AD96L = 1 * (0 - mouth_sideways)
%AD96R = mouth_sideways
%AD30L = 1 * (0 - jaw_sideways)
%AD30R = jaw_sideways
%mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25 + (%AU27ZR + %AU27ZL) * 0.5 * 0.7 + %AU16 * 0.4 + %AD32 * 0.5 + %AU10SL * 0.36
%AU14R = right_dimpler * (1 - %AU15R)
%AU14L = left_dimpler * (1 - %AU15L)
}

_DaGinzo_ Oct 19, 2016 @ 3:54pm 

$SurfaceProp "flesh"

$Contents "solid"

$EyePosition 0 0 65

$MaxEyeDeflection 90

$CDMaterials "models\mary\"


$Attachment "eyes" "ValveBiped.Bip01_Head1" 2.72 -3.33 -0.01 rotate 0 -80.1 -90
$Attachment "nose" "ValveBiped.Bip01_Head1" 1.7 -5.3 0 rotate 0 -80 -90
$Attachment "mouth" "ValveBiped.Bip01_Head1" 0.2 -4.9 0 rotate 0 -80 -90
$Attachment "amulet" "ValveBiped.Bip01_Spine4" 0.3 5 0 rotate 0 90 90
$Attachment "chest" "ValveBiped.Bip01_Spine4" -4 4 0 rotate 0 83 90
$Attachment "hips" "ValveBiped.Bip01_Pelvis" 0 0 0 rotate -90 -90 0
$Attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.5 -0.5 0 rotate 0 0 0
$Attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.5 -0.5 0 rotate 0 0 0
$Attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.5 1 2 rotate -90 -90 0
$Attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.5 0.5 -2 rotate -90 -90 0
$Attachment "physgun_attachment" "ValveBiped.physgun_attachment" 0 0 0 rotate -90 -90 0
$Attachment "emp_LH" "ValveBiped.Anim_Attachment_LH" 0 0 5 rotate -90 -90 0
$Attachment "emp" "ValveBiped.Bip01_R_Hand" 7.68 -1.71 0 rotate 0 0 -180
$Attachment "Emp_Holster" "ValveBiped.Bip01_Spine" -1.1 2 -6.5 rotate 17 -170 175

$CBox 0 0 0 0 0 0

$BBox -6.694 -21.791 -1.637 6.961 22.072 71.098

// $HBoxSet "default"
// $HBox 1 "ValveBiped.Bip01_Head1" -2.25 -5 -3.15 7.25 5 3.35 ""
// $HBox 4 "ValveBiped.Bip01_L_UpperArm" -0.81 -2.25 -3.05 11.19 2.75 1.2 ""
// $HBox 4 "ValveBiped.Bip01_L_Forearm" -1.25 -1.88 -2 11.75 1.62 1 ""
// $HBox 4 "ValveBiped.Bip01_L_Hand" 0 -1.07 -1.5 6 0.68 3 ""
// $HBox 5 "ValveBiped.Bip01_R_UpperArm" -1.5 -2.25 -1.25 11.5 2.75 2.75 ""
// $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.82 -1.9 -1.15 11.18 1.6 1.85 ""
// $HBox 5 "ValveBiped.Bip01_R_Hand" -0.5 -1.13 -3.25 5.5 0.63 1.75 ""
// $HBox 6 "ValveBiped.Bip01_L_Thigh" 0.5 -3.5 -3.25 17.5 4.5 3.25 ""
// $HBox 6 "ValveBiped.Bip01_L_Calf" 0.74 -2.35 -2.15 17.74 3.65 2.35 ""
// $HBox 6 "ValveBiped.Bip01_L_Foot" -2 -1.8 -1.45 6 3.2 2.05 ""
// $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.17 -1.5 -1.3 2.57 0.3 1.7 ""
// $HBox 7 "ValveBiped.Bip01_R_Thigh" 0.5 -3.5 -3 17.5 4.5 3 ""
// $HBox 7 "ValveBiped.Bip01_R_Calf" 0.74 -2.35 -2.35 17.74 3.65 2.15 ""
// $HBox 7 "ValveBiped.Bip01_R_Foot" -2 -1.75 -2.15 6 3.25 1.35 ""
// $HBox 7 "ValveBiped.Bip01_R_Toe0" 0 -1.38 -1.63 2.74 0.38 1.63 ""
// $HBox 3 "ValveBiped.Bip01_Pelvis" -5.25 -3.88 -6.25 5.75 4.12 3.75 ""
// $HBox 3 "ValveBiped.Bip01_Spine1" -4.5 -2 -4.98 3.5 6 4.97 ""
// $HBox 2 "ValveBiped.Bip01_Spine2" -0.5 -2.5 -6 10.5 7.5 6 ""
// $SkipBoneInBBox


$Sequence "ragdoll" {
"mary_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}

$IncludeModel "alyx_animations.mdl"
$IncludeModel "alyx_postures.mdl"
$IncludeModel "alyx_gestures.mdl"
$IncludeModel "f_anm.mdl"
$IncludeModel "humans/female_shared.mdl"
$IncludeModel "humans/female_ss.mdl"

$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$CollisionJoints "mary_physics.smd"
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5


$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0

$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0

$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0

$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0

$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0

$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0

$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0

$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0

$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0

$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0

$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0

$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0

$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0

$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
}

$CollisionText
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.000000"
"animfrictiontimehold" "0.300000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "60.000000"
"concave" "1"
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_Spine1"
}
}

$KeyValues
{
dynamic_interactions
{
"alyx_v_zombie_180deg_64"
{
"trigger" "auto_in_combat"
"origin_relative" "64 0 0"
"angles_relative" "0 180 0"
"activity" "ACT_DI_ALYX_ZOMBIE_MELEE"
"delay" "10.0"
"needs_weapon" "ME"
"weapon_mine" "weapon_alyxgun"
}
"alyx_v_zombie_shotgun_180deg_64"
{
"trigger" "auto_in_combat"
"origin_relative" "64 0 0"
"angles_relative" "0 180 0"
"activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64"
"delay" "20.0"
"needs_weapon" "ME"
"weapon_mine" "weapon_shotgun"
}
"alyx_v_zombie_shotgun_180deg_26"
{
"trigger" "auto_in_combat"
"origin_relative" "50 0 0"
"angles_relative" "0 180 0"
"activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN26"
"delay" "5.0"
"needs_weapon" "ME"
"weapon_mine" "weapon_shotgun"
}
"alyx_v_headcrab_stomp"
{
"trigger" "auto_in_combat"
"origin_relative" "36 0 0"
"sequence" "alyx_headcrab_stomp"
"delay" "10.0"
}
"alyx_v_antlion_fight1"
{
"trigger" "auto_in_combat"
"origin_relative" "82 0 0"
"angles_relative" "0 180 0"
"activity" "ACT_DI_ALYX_ANTLION"
"delay" "10.0"
"needs_weapon" "ME"
"weapon_mine" "weapon_alyxgun"
}
"alyx_v_torso_fight"
{
"trigger" "auto_in_combat"
"origin_relative" "58 0 0"
"angles_relative" "0 180 0"
"sequence" "alyx_torso_fight1"
"delay" "10.0"
"needs_weapon" "ME"
}
"alyx_citizen_handshake"
{
"origin_relative" "38 0 0"
"angles_relative" "0 180 0"
"sequence" "Handshake_Alyx_Female"
"origin_max_delta" "2"
}
}
}
_DaGinzo_ Oct 19, 2016 @ 3:55pm 
And heres the VTA.
_DaGinzo_ Oct 19, 2016 @ 3:55pm 
// Created by Crowbar 0.34.0.0
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Jacket1_bone" 3
6 "ValveBiped.Bip01_Neck1" 4
7 "ValveBiped.Bip01_Head1" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Bip01_R_Clavicle" 4
13 "ValveBiped.Bip01_R_UpperArm" 12
14 "ValveBiped.Bip01_R_Forearm" 13
15 "ValveBiped.Bip01_R_Hand" 14
16 "ValveBiped.physgun_attachment" 15
17 "ValveBiped.Bip01_L_Thigh" 0
18 "ValveBiped.Bip01_L_Calf" 17
19 "ValveBiped.Bip01_L_Foot" 18
20 "ValveBiped.Bip01_L_Toe0" 19
21 "ValveBiped.Bip01_R_Thigh" 0
22 "ValveBiped.Bip01_R_Calf" 21
23 "ValveBiped.Bip01_R_Foot" 22
24 "ValveBiped.Bip01_R_Toe0" 23
25 "ValveBiped.Bip01_L_Finger4" 11
26 "ValveBiped.Bip01_L_Finger41" 25
27 "ValveBiped.Bip01_L_Finger42" 26
28 "ValveBiped.Bip01_L_Finger3" 11
29 "ValveBiped.Bip01_L_Finger31" 28
30 "ValveBiped.Bip01_L_Finger32" 29
31 "ValveBiped.Bip01_L_Finger2" 11
32 "ValveBiped.Bip01_L_Finger21" 31
33 "ValveBiped.Bip01_L_Finger22" 32
34 "ValveBiped.Bip01_L_Finger1" 11
35 "ValveBiped.Bip01_L_Finger11" 34
36 "ValveBiped.Bip01_L_Finger12" 35
37 "ValveBiped.Bip01_L_Finger0" 11
38 "ValveBiped.Bip01_L_Finger01" 37
39 "ValveBiped.Bip01_L_Finger02" 38
40 "ValveBiped.Bip01_R_Finger4" 15
41 "ValveBiped.Bip01_R_Finger41" 40
42 "ValveBiped.Bip01_R_Finger42" 41
43 "ValveBiped.Bip01_R_Finger3" 15
44 "ValveBiped.Bip01_R_Finger31" 43
45 "ValveBiped.Bip01_R_Finger32" 44
46 "ValveBiped.Bip01_R_Finger2" 15
47 "ValveBiped.Bip01_R_Finger21" 46
48 "ValveBiped.Bip01_R_Finger22" 47
49 "ValveBiped.Bip01_R_Finger1" 15
50 "ValveBiped.Bip01_R_Finger11" 49
51 "ValveBiped.Bip01_R_Finger12" 50
52 "ValveBiped.Bip01_R_Finger0" 15
53 "ValveBiped.Bip01_R_Finger01" 52
54 "ValveBiped.Bip01_R_Finger02" 53
55 "ValveBiped.Bip01_L_Hip" 1
56 "ValveBiped.Bip01_R_Hip" 1
57 "ValveBiped.Bip01_L_shoulderBlade" 8
58 "ValveBiped.Bip01_R_shoulderBlade" 12
59 "ValveBiped.Bip01_L_Shoulder" 9
60 "ValveBiped.Bip01_R_Shoulder" 13
61 "ValveBiped.Bip01_L_Pectoral" 3
62 "ValveBiped.Bip01_R_Pectoral" 3
63 "ValveBiped.Bip01_L_Trapezius" 8
64 "ValveBiped.Bip01_R_Trapezius" 12
65 "ValveBiped.Anim_Attachment_LH" 11
66 "ValveBiped.Bip01_L_Latt" 3
67 "ValveBiped.Bip01_R_Latt" 3
68 "ValveBiped.Bip01_R_Sartorius" 1
69 "ValveBiped.Bip01_L_Sartorius" 1
70 "ValveBiped.Bip01_L_Ankle" 18
71 "ValveBiped.Bip01_L_Knee" 17
72 "ValveBiped.Bip01_R_Ankle" 22
73 "ValveBiped.Bip01_R_Knee" 21
74 "ValveBiped.Bip01_L_Bicep" 9
75 "ValveBiped.Bip01_R_Bicep" 13
76 "ValveBiped.Bip01_L_Quadricep" 17
77 "ValveBiped.Bip01_R_Quadricep" 21
78 "ValveBiped.Bip01_L_Ulna" 10
79 "ValveBiped.Bip01_L_Wrist" 10
80 "ValveBiped.Bip01_L_Elbow" 9
81 "ValveBiped.Bip01_R_Wrist" 14
82 "ValveBiped.Bip01_R_Ulna" 14
83 "ValveBiped.Bip01_R_Elbow" 13
84 "ValveBiped.Jacket0_bone" 5
end
skeleton
time 0 # basis shape key
time 1 # upper_right
time 2 # lower_right
time 3 # upper_left
time 4 # lower_left
time 5 # AU42
time 6 # AU1R+AU1L
time 7 # AU2R+AU2L
time 8 # AU4R+AU4L
time 9 # AU1AU2R+AU1AU2L
time 10 # AU12R+AU12L
time 11 # AU12AU25
time 12 # AU15R+AU15L
time 13 # AU17R+AU17L
time 14 # AU14R+AU14L
time 15 # AU10R+AU10L
time 16 # AU10SR+AU10SL
time 17 # AU16
time 18 # AU6R+AU6L
time 19 # AU9R+AU9L
time 20 # AU25R+AU25L
time 21 # AU18R+AU18L
time 22 # AU22R+AU22L
time 23 # AU20R+AU20L
time 24 # AU32
time 25 # AU24
time 26 # AU38
time 27 # AU31
time 28 # AU26R+AU26L
time 29 # AU27R+AU27L
time 30 # AU26ZR+AU26ZL
time 31 # AU27ZR+AU27ZL
time 32 # AU13R+AU13L
time 33 # AD96L
time 34 # AD96R
time 35 # AD30L
time 36 # AD30R
time 37 # AD32
time 38 # upper_right
time 39 # upper_right
time 40 # lower_right
time 41 # lower_right
time 42 # upper_left
time 43 # upper_left
time 44 # lower_left
time 45 # lower_left
end
Sub Feb 4, 2017 @ 2:42am 
Awesome, I see he did not ever answer your question... If you were able to fix the issue let me know, cause I too have this issue for almost every model I try to compile.
ZeqMacaw Feb 4, 2017 @ 5:33am 
This looks a bug that was fixed with a more recent version of Crowbar.
GORYGIRL1996 Mar 16, 2017 @ 11:08pm 
Originally posted by N0BARK N00NAN:
So i was trying to compile a model i made, and i seem to be getting an error that says...

"ERROR: Rotation constraint on bone "ValveBiped.Bip01_Pelvis" which has no parent!!!"

I tried looking this problem up almost everywhere and I can't seem to get a valid answer to actually get it to work. I did weightpaint that bone in blender, but that didn't work either.

if there's anyone here that can help. i'd be glad.

JUST SO U KNOW, I AM NOT TYPING LIKE THIS TO YELL I HAVE EYE ISSUES.....AND TYPE LIKE THIS TOO SEE BETTER...ANYWAYS.....


I KNOW THIS MITE BE A OLD POST, BUT, I TOO HAVE THIS ISSUE, I AM TRYING TO FIX A MODELS FINGER POSING ISSUE AND SO I DECIDED I WOULD SIMPLE SWAP HIS SKELETON WITH ANOTHER VERSION OF HIM (OR SWAP THE HEADS WITCH EVER'S BETTER I'D USE TE FIXED ONE ON IT'S OWN BUT HES HEAD TEXTURES R MESSED UP.)I TRY TO "RIG" THE MODEL I EVERY WAY I KNOW THE MOST RECENT ONE WAS THE "CTRL P" "WITH EMPTY GROUPS" IN BLENDER. AND I GET THE SAME ERROR MESSAGE HAS ANYONE TOLD U HOW TO FIX THIS ISSUE? (I CHECKED CROWBAR AND I NOW HAVE THE NEWEST VERSION) AND I HAVE NOT TOUCHED HIS "QC" FILE SO I DON' THINK THERE'S ANYTHING WRONG WITH IT...ALL I REPLACE IS THE "REFERENCE.SMD" WITH THE NEW ONE. CAN SOMEONE PLEASE HELP ME?
ZeqMacaw Oct 11, 2017 @ 8:32am 
The best descriptions I have seen of those 4 options is in the VDC: https://developer.valvesoftware.com/wiki/$collisionmodel

It would be nice to have better descriptions, though.
princes21 Apr 23, 2019 @ 4:50am 
I have had this problem as well, I tried the Angery Dude's fix and now I have the model ingame working, it's buggy though. When I come up close to the npc, the textures get scattered, when I'm far away everything looks fine though. During compiling I got these, which seem to be the cause:

WARNING: Invalid collision pair (ValveBiped.Bip01_R_Thigh, ValveBiped.Bip01_L_Thigh)
WARNING: Invalid collision pair (ValveBiped.Bip01_L_Forearm, ValveBiped.Bip01_L_Thigh)
WARNING: Invalid collision pair (ValveBiped.Bip01_R_Forearm, ValveBiped.Bip01_L_Thigh)

does anyone know the fix for this?
ZeqMacaw Apr 23, 2019 @ 7:27am 
I have not seen the warnings described in the reply post previous to my post. The warnings do not seem related to texture problems. The warnings seem to indicate problems with the collision mesh ($collisionjoints or $collisionmodel block in QC file).
Last edited by ZeqMacaw; Apr 23, 2019 @ 7:28am
< >
Showing 1-15 of 17 comments
Per page: 1530 50