Garry's Mod

Garry's Mod

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True Custom Playermodel .qc
By Bump Attack ⊗
This is the entire .qc file for my custom playermodel True. If you're trying to create a playermodel from scratch that doesn't use the standard valve biped skeleton or animations feel free to reference or copy from this guide.

Overall you'll find that writing a .qc from scratch is much longer and more repetitive than writing a .qc that includes the m_anm or f_anm created by valve due to the large number of sequences that need to be individually defined. However this .qc is nowhere near as long as m_anm or f_anm themselves which include complicated layers of blended animations for weapon and movement types.

Remember that a lot of things in this .qc are specific to my playermodel, such as the animation files used, and using a blend sequence for jumping. This .qc also isn't perfect and could use some additional things such as a weightlist for noclipping that doesn't affect the weapon attachment bones.

If you find yourself using this but not fully understanding what something does I'm happy to explain what I've done.
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Adding Models, Materials, and Attachment Points
$CD "C:\Users\(name)\Desktop\True"

$modelname "bumpattack\truetest\truetest.dmx"

$scale 7

$body "body" "Body_Mesh.dmx"

$bodygroup hand1 {
studio "Foot1_Mesh"
}

$bodygroup hand2 {
studio "Foot2_Mesh"
}

$bodygroup hand3 {
studio "Foot3_Mesh"
}

$bodygroup hand4 {
studio "Foot4_Mesh"
}

$bodygroup hand5 {
studio "Foot5_Mesh"
}

$bodygroup hand6 {
studio "Foot6_Mesh"
}

$bodygroup hand7 {
studio "Foot7_Mesh"
}

$bodygroup hand8 {
studio "Foot8_Mesh"
}

$opaque

$illumposition 0 0 0 "Collar"

$cdmaterials "models\bumpattack\truetest\"

$texturegroup "skinfamilies"
{
{ "TrueBody" }
{ "TrueBody2" }
{ "TrueBody3" }
{ "TrueBody4" }
{ "TrueBody5" }
{ "TrueBody6" }
{ "TrueBody7" }
{ "TrueBody8" }
{ "TrueBody9" }
}

$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -105 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -105 -90 0
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 0 0 0 rotate -90 -90 0
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "Skull" 0 0 0 rotate -90 -90 0

$cbox -16 -16 0 16 16 108

$bbox -16 -16 0 16 16 108

$surfaceprop "flesh"

$jointsurfaceprop "ValveBiped.Bip01_L_Hand" "no_decal"

$jointsurfaceprop "ValveBiped.Bip01_R_Hand" "no_decal"

$contents "solid"

$jointcontents "ValveBiped.Bip01_L_Hand" "notsolid"

$jointcontents "ValveBiped.Bip01_R_Hand" "notsolid"
Adding Weightlists and Jigglebones
$weightlist "weights_layer_Look" {
"Pelvis" 0
"Spine1" 0
"Spine2" 0
"Chest" 0
"Collar" 0
"Neck1" 0
"Neck2" 0.7
"Neck3" 0.7
"Neck4" 0.7
"Neck5" 0.8
"Neck6" 0.8
"Skull" 0.9
"Ear1.L" 0.75
"EarB1.L" 0.75
"Ear2.L" 0.75
"EarB2.L" 0.75
"Ear3.L" 0.75
"EarB3.L" 0.75
"Ear1.R" 0.75
"EarB1.R" 0.75
"Ear2.R" 0.75
"EarB2.R" 0.75
"Ear3.R" 0.75
"EarB3.R" 0.75
"ValveBiped.Bip01_L_Hand" 0.9
"ValveBiped.Bip01_R_Hand" 0.9
"ValveBiped.Anim_Attachment_LH" 0.9
"ValveBiped.Anim_Attachment_RH" 0.9
}

$weightlist "weights_layer_Crouch" {
"Pelvis" 0
"Spine1" 0
"Spine2" 0
"Chest" 0
"Collar" 0
"Neck1" 1
"Neck2" 1
"Neck3" 1
"Neck4" 1
"Neck5" 1
"Neck6" 1
"Skull" 1
"Ear1.L" 1
"EarB1.L" 1
"Ear2.L" 1
"EarB2.L" 1
"Ear3.L" 1
"EarB3.L" 1
"Ear1.R" 1
"EarB1.R" 1
"Ear2.R" 1
"EarB2.R" 1
"Ear3.R" 1
"EarB3.R" 1
"ValveBiped.Bip01_L_Hand" 0.9
"ValveBiped.Bip01_R_Hand" 0.9
"ValveBiped.Anim_Attachment_LH" 0.9
"ValveBiped.Anim_Attachment_RH" 0.9
}

$weightlist "weights_layer_Wag" {
"Pelvis" 0
"TailBase" 0
"CTail0" 0.6
"CTail1" 0.6
"CTail2" 0.6
"CTail3" 0.6
"CTail5" 0.6
"CTail6" 0.6
"CTail7" 0.6
"Tail0.L" 0.6
"Tail1.L" 0.6
"Tail2.L" 0.6
"Tail3.L" 0.6
"Tail5.L" 0.6
"Tail6.L" 0.6
"Tail7.L" 0.6
"Tail0.R" 0.6
"Tail1.R" 0.6
"Tail2.R" 0.6
"Tail3.R" 0.6
"Tail5.R" 0.6
"Tail6.R" 0.6
"Tail7.R" 0.6
}

$weightlist "weights_attack_Left_Claw" {
"Pelvis" 0
"Spine1" 0
"Spine2" 0
"Chest" 0
"Collar" 0
"Neck1" 0
"Neck2" 0
"Neck3" 0
"Neck4" 0
"Neck5" 0
"Neck6" 0
"Skull" 0
"Ear1.L" 0
"EarB1.L" 0
"Ear2.L" 0
"EarB2.L" 0
"Ear3.L" 0
"EarB3.L" 0
"Ear1.R" 0
"EarB1.R" 0
"Ear2.R" 0
"EarB2.R" 0
"Ear3.R" 0
"EarB3.R" 0
"ValveBiped.Bip01_L_Hand" 0
"ValveBiped.Bip01_R_Hand" 0
"ValveBiped.Anim_Attachment_LH" 0
"ValveBiped.Anim_Attachment_RH" 0
"SocketF.L" 1
"SocketF.R" 0
"ArmF.L" 1
"ArmF.R" 0
"ShoulderF.L" 1
"ShoulderF.R" 0
"HandF.L" 1
"HandF.R" 0
"HandFingerF1.L" 1
"HandFingerF1.R" 0
"HandFingerF2.L" 1
"HandFingerF2.R" 0
"HandFingerF3.L" 1
"HandFingerF3.R" 0
"HandThumbF.L" 1
"HandThumbF.R" 0
"SocketM.L" 1
"SocketM.R" 0
"ArmM.L" 1
"ArmM.R" 0
"ShoulderM.L" 1
"ShoulderM.R" 0
"HandM.L" 1
"HandM.R" 0
"HandFingerM1.L" 1
"HandFingerM1.R" 0
"HandFingerM2.L" 1
"HandFingerM2.R" 0
"HandFingerM3.L" 1
"HandFingerM3.R" 0
"HandThumbM.L" 1
"HandThumbM.R" 0
}

$weightlist "weights_attack_Right_Claw" {
"Pelvis" 0
"Spine1" 0
"Spine2" 0
"Chest" 0
"Collar" 0
"Neck1" 0
"Neck2" 0
"Neck3" 0
"Neck4" 0
"Neck5" 0
"Neck6" 0
"Skull" 0
"Ear1.L" 0
"EarB1.L" 0
"Ear2.L" 0
"EarB2.L" 0
"Ear3.L" 0
"EarB3.L" 0
"Ear1.R" 0
"EarB1.R" 0
"Ear2.R" 0
"EarB2.R" 0
"Ear3.R" 0
"EarB3.R" 0
"ValveBiped.Bip01_L_Hand" 0
"ValveBiped.Bip01_R_Hand" 0
"ValveBiped.Anim_Attachment_LH" 0
"ValveBiped.Anim_Attachment_RH" 0
"SocketF.L" 0
"SocketF.R" 1
"ArmF.L" 0
"ArmF.R" 1
"ShoulderF.L" 0
"ShoulderF.R" 1
"HandF.L" 0
"HandF.R" 1
"HandFingerF1.L" 0
"HandFingerF1.R" 1
"HandFingerF2.L" 0
"HandFingerF2.R" 1
"HandFingerF3.L" 0
"HandFingerF3.R" 1
"HandThumbF.L" 0
"HandThumbF.R" 1
"SocketM.L" 0
"SocketM.R" 1
"ArmM.L" 0
"ArmM.R" 1
"ShoulderM.L" 0
"ShoulderM.R" 1
"HandM.L" 0
"HandM.R" 1
"HandFingerM1.L" 0
"HandFingerM1.R" 1
"HandFingerM2.L" 0
"HandFingerM2.R" 1
"HandFingerM3.L" 0
"HandFingerM3.R" 1
"HandThumbM.L" 0
"HandThumbM.R" 1
}

$weightlist "weights_attack_Fist" {
"Pelvis" 0
"Spine1" 0
"Spine2" 0
"Chest" 0
"Collar" 0
"Neck1" 0
"Neck2" 0
"Neck3" 0
"Neck4" 0
"Neck5" 0
"Neck6" 0
"Skull" 0
"Ear1.L" 0
"EarB1.L" 0
"Ear2.L" 0
"EarB2.L" 0
"Ear3.L" 0
"EarB3.L" 0
"Ear1.R" 0
"EarB1.R" 0
"Ear2.R" 0
"EarB2.R" 0
"Ear3.R" 0
"EarB3.R" 0
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
"ValveBiped.Anim_Attachment_RH" 1
}

$jigglebone "TailBase"
{
is_flexible
{
length 60
tip_mass 0
pitch_stiffness 85
pitch_damping 8
yaw_stiffness 85
yaw_damping 8
along_stiffness 100
along_damping 0
angle_constraint 45.000001
}
}

$jigglebone "EarB1.L"
{
is_flexible
{
length 80
tip_mass 30
pitch_stiffness 95
pitch_damping 7
yaw_stiffness 95
yaw_damping 7
along_stiffness 100
along_damping 0
angle_constraint 20.000001
}
}

$jigglebone "EarB1.R"
{
is_flexible
{
length 80
tip_mass 30
pitch_stiffness 95
pitch_damping 7
yaw_stiffness 95
yaw_damping 7
along_stiffness 100
along_damping 0
angle_constraint 20.000001
}
}

$jigglebone "EarB2.L"
{
is_flexible
{
length 80
tip_mass 30
pitch_stiffness 95
pitch_damping 7
yaw_stiffness 95
yaw_damping 7
along_stiffness 100
along_damping 0
angle_constraint 20.000001
}
}

$jigglebone "EarB2.R"
{
is_flexible
{
length 80
tip_mass 30
pitch_stiffness 95
pitch_damping 7
yaw_stiffness 95
yaw_damping 7
along_stiffness 100
along_damping 0
angle_constraint 20.000001
}
}

$jigglebone "EarB3.L"
{
is_flexible
{
length 80
tip_mass 30
pitch_stiffness 95
pitch_damping 7
yaw_stiffness 95
yaw_damping 7
along_stiffness 100
along_damping 0
angle_constraint 20.000001
}
}

$jigglebone "EarB3.R"
{
is_flexible
{
length 80
tip_mass 30
pitch_stiffness 95
pitch_damping 7
yaw_stiffness 95
yaw_damping 7
along_stiffness 100
along_damping 0
angle_constraint 20.000001
}
}
Adding Animations
$animation "a_attack_melee" "anims\Melee_All" {
fps 28
loop
weightlist "weights_attack_FIST"
}

$animation "a_attack_left_fist" "anims\Punch_All" {
fps 28
loop
weightlist "weights_attack_Left_Claw"
}

$animation "a_attack_right_fist" "anims\Punch_All" {
fps 28
loop
weightlist "weights_attack_Right_Claw"
}

$animation "a_lookU" "anims\LookUp" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookUR" "anims\LookUpRight" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookUL" "anims\LookUpLeft" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookR" "anims\LookRight" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookL" "anims\LookLeft" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookD" "anims\LookDown" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookDR" "anims\LookDownRight" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_lookDL" "anims\LookDownLeft" {
fps 28
weightlist "weights_layer_Look"
}

$animation "a_swim_up" "anims\Swim_Aim_Up" {
fps 28
weightlist "weights_attack_FIST"
}

$animation "a_swim_down" "anims\Swim_Aim_Down" {
fps 28
weightlist "weights_attack_FIST"
}

$animation "a_lookCF" "anims\Crouch_LookForward" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCU" "anims\Crouch_LookUp" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCUR" "anims\Crouch_LookUpRight" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCUL" "anims\Crouch_LookUpLeft" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCR" "anims\Crouch_LookRight" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCL" "anims\Crouch_LookLeft" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCD" "anims\Crouch_LookDown" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCDR" "anims\Crouch_LookDownRight" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_lookCDL" "anims\Crouch_LookDownLeft" {
fps 28
weightlist "weights_layer_Crouch"
}

$animation "a_idle" "anims\Idle_All" {
fps 28
frames 0 95
loop
}

$animation "a_idle_ar2" "anims\Idle_AR2" {
fps 28
frames 0 95
loop
}

$animation "a_idle_smg" "anims\Idle_SMG" {
fps 28
frames 0 95
loop
}

$animation "a_idle_alt" "anims\Idle_Alt" {
fps 28
frames 0 95
loop
}

$animation "a_idle_alt_ar2" "anims\Idle_Alt_AR2" {
fps 28
frames 0 95
loop
}

$animation "a_idle_alt_smg" "anims\Idle_Alt_SMG" {
fps 28
frames 0 95
loop
}

$animation "a_jump_N" "anims\Jump_All" {
fps 28
frames 0 50
loop
}

$animation "a_jump_E" "anims\Jump_East" {
fps 28
frames 0 50
loop
}

$animation "a_jump_W" "anims\Jump_West" {
fps 28
frames 0 50
loop
}

$animation "a_jump_NE" "anims\Jump_North_East" {
fps 28
frames 0 50
loop
}

$animation "a_jump_NW" "anims\Jump_North_West" {
fps 28
frames 0 50
loop
}

$animation "a_sit" "anims\Sit_All" {
fps 28
frames 0 95
loop
}

$animation "a_drive" "anims\Sit_Vehicle" {
fps 28
frames 0 95
loop
}

$animation "a_runN" "anims\Run_North" {
fps 28
frames 0 25
loop
}

$animation "a_runNW" "anims\Run_North_West" {
fps 28
frames 0 25
loop
}

$animation "a_runNE" "anims\Run_North_East" {
fps 28
frames 0 25
loop
}

$animation "a_runS" "anims\Run_South" {
fps 28
frames 0 25
loop
}

$animation "a_runSW" "anims\Run_South_West" {
fps 28
frames 0 25
loop
}

$animation "a_runSE" "anims\Run_South_East" {
fps 28
frames 0 25
loop
}

$animation "a_runW" "anims\Run_West" {
fps 28
frames 0 25
loop
}

$animation "a_runE" "anims\Run_East" {
fps 28
frames 0 25
loop
}

$animation "a_idle_crouch" "anims\Crouch_All" {
fps 28
frames 0 95
loop
}

$animation "a_cwalkC" "anims\Crouch_Walk_Center" {
fps 28
frames 0 26
loop
}

$animation "a_cwalkN" "anims\Crouch_Walk_North" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkS" "anims\Crouch_Walk_South" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkE" "anims\Crouch_Walk_East" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkW" "anims\Crouch_Walk_West" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkNE" "anims\Crouch_Walk_North_East" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkNW" "anims\Crouch_Walk_North_West" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkSE" "anims\Crouch_Walk_South_East" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_cwalkSW" "anims\Crouch_Walk_South_West" {
fps 28
frames 0 26
loop
walkframe 26
}

$animation "a_idle_noclip" "anims\Noclip_Idle" {
fps 28
frames 0 95
loop
}

$animation "a_noclipW" "anims\Noclip_West" {
fps 28
frames 0 95
loop
}

$animation "a_noclipE" "anims\Noclip_East" {
fps 28
frames 0 95
loop
}

$animation "a_noclipS" "anims\Noclip_South" {
fps 28
frames 0 95
loop
}

$animation "a_noclipN" "anims\Noclip_North" {
fps 28
frames 0 95
loop
}

$animation "a_noclipNW" "anims\Noclip_North_West" {
fps 28
frames 0 95
loop
}

$animation "a_noclipNE" "anims\Noclip_North_East" {
fps 28
frames 0 95
loop
}

$animation "a_noclipSW" "anims\Noclip_South_West" {
fps 28
frames 0 95
loop
}

$animation "a_noclipSE" "anims\Noclip_South_East" {
fps 28
frames 0 95
loop
}

$animation "a_walkN" "anims\Walk_North" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkE" "anims\Walk_East" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkW" "anims\Walk_West" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkS" "anims\Walk_South" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkNE" "anims\Walk_North_East" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkNW" "anims\Walk_North_West" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkSE" "anims\Walk_South_East" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_walkSW" "anims\Walk_South_West" {
fps 28
frames 0 30
loop
walkframe 30
}

$animation "a_swim_idle" "anims\Swim_Idle" {
fps 28
frames 0 40
loop
}

$animation "a_swimN" "anims\Swim_North" {
fps 28
frames 0 40
loop
}

$animation "a_swimNE" "anims\Swim_North_East" {
fps 28
frames 0 40
loop
}

$animation "a_swimNW" "anims\Swim_North_West" {
fps 28
frames 0 40
loop
}

$animation "a_swimE" "anims\Swim_East" {
fps 28
frames 0 40
loop
}

$animation "a_swimW" "anims\Swim_West" {
fps 28
frames 0 40
loop
}

$animation "act_wave" "anims\Act_Wave" {
fps 28
}

$animation "act_bow" "anims\Act_Bow" {
fps 28
}

$animation "act_pers" "anims\Act_Pers" {
fps 28
}

$animation "act_muscle" "anims\Act_Muscle" {
fps 28
}

$animation "act_group" "anims\Act_Group" {
fps 28
}

$animation "act_salute" "anims\Act_Salute" {
fps 28
}

$animation "act_forward" "anims\Act_Forward" {
fps 28
}

$animation "act_halt" "anims\Act_Halt" {
fps 28
}

$animation "act_becon" "anims\Act_Becon" {
fps 28
}

$animation "act_agree" "anims\Act_Agree" {
fps 28
}

$animation "act_disagree" "anims\Act_Disagree" {
fps 28
}

$animation "act_zombie" "anims\Act_Zombie" {
fps 28
}

$animation "act_cheer" "anims\Act_Cheer" {
fps 28
}

$animation "act_robot" "anims\Act_Robot" {
fps 28
}

$animation "act_laugh" "anims\Act_Laugh" {
fps 28
}

$animation "act_dance" "anims\Act_Dance" {
fps 28
}

$animation "a_reload" "anims\Reload_All" {
fps 28

weightlist weights_attack_FIST
}

$animation "a_wag" "anims\Tail_all" {
fps 28
frames 0 95
loop

weightlist "weights_layer_Wag"
}
Adding Reference and Taunt Sequences
$sequence "reference" "anims\Reference" {
fps 28
}

$sequence "taunt_wave" {
"anims\Act_Wave.dmx"
activity "ACT_GMOD_GESTURE_WAVE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_bow" {
"anims\Act_Bow.dmx"
activity "ACT_GMOD_GESTURE_BOW" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_muscle" {
"anims\Act_Muscle.dmx"
activity "ACT_GMOD_TAUNT_MUSCLE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_pers" {
"anims\Act_Pers.dmx"
activity "ACT_GMOD_TAUNT_PERSISTENCE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_group" {
"anims\Act_Group.dmx"
activity "ACT_SIGNAL_GROUP" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_salute" {
"anims\Act_Salute.dmx"
activity "ACT_GMOD_TAUNT_SALUTE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_forward" {
"anims\Act_Forward.dmx"
activity "ACT_SIGNAL_FORWARD" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_halt" {
"anims\Act_Halt.dmx"
activity "ACT_SIGNAL_HALT" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_becon" {
"anims\Act_Becon.dmx"
activity "ACT_GMOD_GESTURE_BECON" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_agree" {
"anims\Act_Agree.dmx"
activity "ACT_GMOD_GESTURE_AGREE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_disagree" {
"anims\Act_Disagree.dmx"
activity "ACT_GMOD_GESTURE_DISAGREE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_zombie" {
"anims\Act_Zombie.dmx"
activity "ACT_GMOD_GESTURE_TAUNT_ZOMBIE" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_cheer" {
"anims\Act_Cheer.dmx"
activity "ACT_GMOD_TAUNT_CHEER" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_robot" {
"anims\Act_Robot.dmx"
activity "ACT_GMOD_TAUNT_ROBOT" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_laugh" {
"anims\Act_Laugh.dmx"
activity "ACT_GMOD_TAUNT_LAUGH" 1
fadein 0.2
fadeout 0.2
fps 28
}

$sequence "taunt_dance" {
"anims\Act_Dance.dmx"
activity "ACT_GMOD_TAUNT_DANCE" 1
fadein 0.2
fadeout 0.2
fps 28
}
Adding Reload and Breathlayer (Tail Wag) Sequences
$sequence "reload_all" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_suitcase" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_SUITCASE" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_magic" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_MAGIC" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_camera" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_CAMERA" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_revolver" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_REVOLVER" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_pistol" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_PISTOL" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_smg1" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_SMG1" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_ar2" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_AR2" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_shotgun" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_SHOTGUN" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_rpg" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_RPG" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_grenade" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_GRENADE" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_duel" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_DUEL" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_physgun" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_PHYSGUN" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_melee" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_MELEE" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_crossbow" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_CROSSBOW" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "reload_slam" {
"a_reload"
activity "ACT_HL2MP_GESTURE_RELOAD_SLAM" 1
hidden
fadein 0.1
fadeout 0.2
fps 28

weightlist weights_attack_FIST
}

$sequence "wag" {
"a_wag"
autoplay
fadein 0.0
fadeout 0.0
fps 28
loop
hidden
weightlist "weights_layer_Wag"
}
Adding Melee Attack Sequences
$sequence "attack_LEFT_FIST" {
"a_attack_left_fist"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST" 1
fadein 0.2
fadeout 0.2
fps 28
loop
weightlist "weights_attack_Left_Claw"
}

$sequence "attack_RIGHT_FIST" {
"a_attack_right_fist"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST" 1
fadein 0.2
fadeout 0.2
fps 28
loop
weightlist "weights_attack_Right_Claw"
}

$sequence "attack_GRENADE" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}

$sequence "attack_KNIFE" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}

$sequence "attack_MELEE" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}

$sequence "attack_MELEE2" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}

$sequence "attack_PASSIVE" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_PASSIVE" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}

$sequence "attack_SLAM" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}

$sequence "attack_SUITCASE" {
"a_attack_melee"
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_SUITCASE" 1
fadein 0
fadeout 0
fps 28
loop
weightlist "weights_attack_FIST"
}
Adding Idle and Alternative Idle Sequences
$sequence "idle" {
"a_idle"
activity "ACT_HL2MP_IDLE" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_all_01" {
"a_idle"
fadein 0.2
fadeout 0.2
fps 28
loop

addlayer Look
}

$sequence "idle_AR2" {
"a_idle_ar2"
activity "ACT_HL2MP_IDLE_AR2" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look

}

$sequence "idle_DUEL" {
"a_idle"
activity "ACT_HL2MP_IDLE_DUEL" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_FIST" {
"a_idle"
activity "ACT_HL2MP_IDLE_FIST" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_GRENADE" {
"a_idle"
activity "ACT_HL2MP_IDLE_GRENADE" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_KNIFE" {
"a_idle"
activity "ACT_HL2MP_IDLE_KNIFE" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_MELEE" {
"a_idle"
activity "ACT_HL2MP_IDLE_MELEE" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_MELEE2" {
"a_idle"
activity "ACT_HL2MP_IDLE_MELEE2" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_PASSIVE" {
"a_idle"
activity "ACT_HL2MP_IDLE_PASSIVE" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_PISTOL" {
"a_idle"
activity "ACT_HL2MP_IDLE_PISTOL" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_PHYSGUN" {
"a_idle"
activity "ACT_HL2MP_IDLE_PHYSGUN" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_REVOLVER" {
"a_idle"
activity "ACT_HL2MP_IDLE_REVOLVER" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_RPG" {
"a_idle"
activity "ACT_HL2MP_IDLE_RPG" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SHOTGUN" {
"a_idle"
activity "ACT_HL2MP_IDLE_SHOTGUN" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SLAM" {
"a_idle"
activity "ACT_HL2MP_IDLE_SLAM" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SMG1" {
"a_idle_smg"
activity "ACT_HL2MP_IDLE_SMG1" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look

}

$sequence "idle_CAMERA" {
"a_idle"
activity "ACT_HL2MP_IDLE_CAMERA" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_CROSSBOW" {
"a_idle"
activity "ACT_HL2MP_IDLE_CROSSBOW" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_MAGIC" {
"a_idle"
activity "ACT_HL2MP_IDLE_MAGIC" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SUITCASE" {
"a_idle"
activity "ACT_HL2MP_IDLE_SUITCASE" 1
fadein 3.0
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_AR2_alt" {
"a_idle_alt_ar2"
activity "ACT_HL2MP_IDLE_AR2" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look

}

$sequence "idle_DUEL_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_DUEL" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_FIST_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_FIST" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_GRENADE_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_GRENADE" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_KNIFE_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_KNIFE" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_MELEE_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_MELEE" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_MELEE2_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_MELEE2" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_PASSIVE_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_PASSIVE" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_PISTOL_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_PISTOL" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_PHYSGUN_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_PHYSGUN" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_REVOLVER_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_REVOLVER" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_RPG_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_RPG" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SHOTGUN_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_SHOTGUN" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SLAM_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_SLAM" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SMG1_alt" {
"a_idle_alt_smg"
activity "ACT_HL2MP_IDLE_SMG1" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look

}

$sequence "idle_CAMERA_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_CAMERA" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_CROSSBOW_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_CROSSBOW" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_MAGIC_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_MAGIC" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}

$sequence "idle_SUITCASE_alt" {
"a_idle_alt"
activity "ACT_HL2MP_IDLE_SUITCASE" 1
fadein 0.5
fadeout 0.2
node "standing"
fps 28
loop

addlayer Look
}
Adding Crouching Idle Sequences
$sequence "idle_crouch" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_AR2" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_AR2" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look

}

$sequence "idle_Crouch_CAMERA" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_CAMERA" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_CROSSBOW" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_CROSSBOW" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_DUEL" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_DUEL" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_FIST" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_FIST" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_GRENADE" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_GRENADE" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_KNIFE" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_KNIFE" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_MELEE" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_MELEE" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_MELEE2" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_MELEE2" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_PASSIVE" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_PISTOL" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_PISTOL" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_PHYSGUN" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_PHYSGUN" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_REVOLVER" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_REVOLVER" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_RPG" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_RPG" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_SHOTGUN" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_SHOTGUN" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_SLAM" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_SLAM" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_SMG1" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_SMG1" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look

}

$sequence "idle_Crouch_MAGIC" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_MAGIC" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}

$sequence "idle_Crouch_SUITCASE" {
"a_idle_crouch"
activity "ACT_HL2MP_IDLE_CROUCH_SUITCASE" 1
fadein 0.3
fadeout 0.3
node "crouching"
fps 28
loop

addlayer Crouch_Look
}
Adding Aimlayer Blend Sequences
$sequence "Look" {
"a_LookUR"
"a_LookU"
"a_LookUL"
"a_LookR"
"anims\Reference"
"a_LookL"
"a_LookDR"
"a_LookD"
"a_LookDL"
blendwidth 3
blend "aim_yaw" -66 66
blend "aim_pitch" -66 82
fps 28
loop
hidden
weightlist "weights_layer_Look"
}

$sequence "Look_pd" {
"a_LookUR"
"a_LookU"
"a_LookUL"
"a_LookR"
"anims\Reference"
"a_LookL"
"a_LookDR"
"a_LookD"
"a_LookDL"
blendwidth 3
blend "aim_yaw" -156 -24
blend "aim_pitch" -66 82
fps 28
loop
hidden
weightlist "weights_layer_Look"
}

$sequence "Crouch_Look" {
"a_LookCUR"
"a_LookCU"
"a_LookCUL"
"a_LookCR"
"a_LookCF"
"a_LookCL"
"a_LookCDR"
"a_LookCD"
"a_LookCDL"
blendwidth 3
blend "aim_yaw" -66 66
blend "aim_pitch" -66 82
fps 28
loop
hidden
weightlist "weights_layer_Crouch"
}
Adding Crouchwalk Blend and Crouchwalk Sequences
$sequence "cwalk_all" {
"a_cwalkNW"
"a_cwalkN"
"a_cwalkNE"
"a_cwalkW"
"a_cwalkC"
"a_cwalkE"
"a_cwalkSW"
"a_cwalkS"
"a_cwalkSE"
blendwidth 3
activity "ACT_HL2MP_WALK_CROUCH" 1
fadein 0.3
fadeout 0.3
node "walking"
blend "move_y" -1 1
blend "move_x" 1 -1
fps 28
loop

addlayer Crouch_Look
}

$sequence "crouch_DUEL" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_DUEL" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_FIST" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_FIST" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_GRENADE" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_GRENADE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_KNIFE" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_KNIFE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_MELEE" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_MELEE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_MELEE2" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_MELEE2" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_N" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_NW" {
"a_cwalkNW"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_NE" {
"a_cwalkNE"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_S" {
"a_cwalkS"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_SW" {
"a_cwalkSW"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_SE" {
"a_cwalkSE"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_W" {
"a_cwalkW"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PASSIVE_E" {
"a_cwalkE"
activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PISTOL" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_PISTOL" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_PHYSGUN" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_PHYSGUN" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_REVOLVER" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_REVOLVER" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_SHOTGUN" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_SHOTGUN" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_SLAM" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_SLAM" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_SMG1" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_SMG1" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_RPG" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_RPG" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_AR2" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_AR2" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_CAMERA" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_CAMERA" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_CROSSBOW" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_CROSSBOW" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_MAGIC" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_MAGIC" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}

$sequence "crouch_SUITCASE" {
"a_cwalkN"
activity "ACT_HL2MP_WALK_CROUCH_SUITCASE" 1
fadein 0.3
fadeout 0.3
addlayer "cwalk_all"
fps 28
loop
}
Adding Noclip Blend, Run Blend, and Run Sequences
$sequence "noclip" {
"a_noclipNW"
"a_noclipN"
"a_noclipNE"
"a_noclipW"
"a_idle_noclip"
"a_noclipE"
"a_noclipSW"
"a_noclipS"
"a_noclipSE"
activity "ACT_GMOD_NOCLIP_LAYER" 1
blend "move_y" -1 1
blend "move_x" 1 -1
fadein 0.2
fadeout 0.2
fps 28
loop

addlayer look
}

$sequence "run_all" {
"a_runNW"
"a_runN"
"a_runNE"
"a_runW"
"a_idle"
"a_runE"
"a_runSW"
"a_runS"
"a_runSE"
blendwidth 3
activity "ACT_HL2MP_RUN" 1
fadein 0.1
fadeout 0.5
node "running"
blend "move_y" -1 1
blend "move_x" 1 -1
fps 28
loop

addlayer look
}

$sequence "run_AR2" {
"a_runN"
activity "ACT_HL2MP_RUN_AR2" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_CAMERA" {
"a_runN"
activity "ACT_HL2MP_RUN_CAMERA" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_CROSSBOW" {
"a_runN"
activity "ACT_HL2MP_RUN_CROSSBOW" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_DUEL" {
"a_runN"
activity "ACT_HL2MP_RUN_DUEL" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_FIST" {
"a_runN"
activity "ACT_HL2MP_RUN_FIST" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_GRENADE" {
"a_runN"
activity "ACT_HL2MP_RUN_GRENADE" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_KNIFE" {
"a_runN"
activity "ACT_HL2MP_RUN_KNIFE" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_MELEE" {
"a_runN"
activity "ACT_HL2MP_RUN_MELEE" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_MELEE2" {
"a_runN"
activity "ACT_HL2MP_RUN_MELEE2" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_PASSIVE_FORWARD" {
"a_runN"
activity "ACT_HL2MP_RUN_PASSIVE" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_PASSIVE_BACK" {
"a_runS"
activity "ACT_HL2MP_RUN_PASSIVE" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_PISTOL" {
"a_runN"
activity "ACT_HL2MP_RUN_PISTOL" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_PHYSGUN" {
"a_runN"
activity "ACT_HL2MP_RUN_PHYSGUN" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_REVOLVER" {
"a_runN"
activity "ACT_HL2MP_RUN_REVOLVER" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_RPG" {
"a_runN"
activity "ACT_HL2MP_RUN_RPG" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_SHOTGUN" {
"a_runN"
activity "ACT_HL2MP_RUN_SHOTGUN" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_SLAM" {
"a_runN"
activity "ACT_HL2MP_RUN_SLAM" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_SMG1" {
"a_runN"
activity "ACT_HL2MP_RUN_SMG1" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}

$sequence "run_MAGIC" {
"a_runN"
activity "ACT_HL2MP_RUN_MAGIC" 1
fadein 0.1
fadeout 0.5
addlayer "run_all"
fps 28
loop
}
Adding Walk Blend and Walk Sequences
$sequence "walk_all" {
"a_walkNW"
"a_walkN"
"a_walkNE"
"a_walkW"
"a_idle"
"a_walkE"
"a_walkSW"
"a_walkS"
"a_walkSE"
blendwidth 3
activity "ACT_HL2MP_WALK" 1
blend "move_y" -1 1
blend "move_x" 1 -1
fadein 0.5
fadeout 0.5
node "walking"
fps 28
loop

addlayer Look
}

$sequence "menu_walk" {
"a_idle_alt"
fadein 0.0
fadeout 0.0
fps 28
loop
}

$sequence "walk_AR2" {
"a_walkN"
activity "ACT_HL2MP_WALK_AR2" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_CAMERA" {
"a_walkN"
activity "ACT_HL2MP_WALK_CAMERA" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_CROSSBOW" {
"a_walkN"
activity "ACT_HL2MP_WALK_CROSSBOW" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_DUEL" {
"a_walkN"
activity "ACT_HL2MP_WALK_DUEL" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_FIST" {
"a_walkN"
activity "ACT_HL2MP_WALK_FIST" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_GRENADE" {
"a_walkN"
activity "ACT_HL2MP_WALK_GRENADE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_KNIFE" {
"a_walkN"
activity "ACT_HL2MP_WALK_KNIFE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_MELEE" {
"a_walkN"
activity "ACT_HL2MP_WALK_MELEE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_MELEE2" {
"a_walkN"
activity "ACT_HL2MP_WALK_MELEE2" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_PASSIVE_N" {
"a_walkN"
activity "ACT_HL2MP_WALK_PASSIVE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_PASSIVE_S" {
"a_walkS"
activity "ACT_HL2MP_WALK_PASSIVE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_PASSIVE_W" {
"a_walkN"
activity "ACT_HL2MP_WALK_PASSIVE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_PASSIVE_E" {
"a_walkN"
activity "ACT_HL2MP_WALK_PASSIVE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_PISTOL" {
"a_walkN"
activity "ACT_HL2MP_WALK_PISTOL" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_PHYSGUN" {
"a_walkN"
activity "ACT_HL2MP_WALK_PHYSGUN" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_REVOLVER" {
"a_walkN"
activity "ACT_HL2MP_WALK_REVOLVER" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_RPG" {
"a_walkN"
activity "ACT_HL2MP_WALK_RPG" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_SHOTGUN" {
"a_walkN"
activity "ACT_HL2MP_WALK_SHOTGUN" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_SLAM" {
"a_walkN"
activity "ACT_HL2MP_WALK_SLAM" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_SMG1" {
"a_walkN"
activity "ACT_HL2MP_WALK_SMG1" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_MAGIC" {
"a_walkN"
activity "ACT_HL2MP_WALK_MAGIC" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}

$sequence "walk_SUITCASE" {
"a_walkN"
activity "ACT_HL2MP_WALK_SUITCASE" 1
fadein 0.5
fadeout 0.5
addlayer "walk_all"
fps 28
loop
}
Adding Swim Blend and Swim Sequences
$sequence "swim_aim" {
"a_swim_up"
"anims\Reference"
"a_swim_down"
blend "aim_pitch" -66 82
fps 28
hidden
loop

weightlist "weights_attack_FIST"
}

$sequence "swim_all" {
"a_swimNW"
"a_swimN"
"a_swimNE"
"a_swimW"
"a_swim_idle"
"a_swimE"
"a_swim_idle"
"a_swim_idle"
"a_swim_idle"
blendwidth 3
activity "ACT_HL2MP_SWIM" 1
fadein 0.2
fadeout 0.2
node "swimming"
blend "move_y" -1 1
blend "move_x" 1 -1
fps 28
loop
}

$sequence "idle_Swim_AR2" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_AR2" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_AR2" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_AR2" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_CAMERA" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_CAMERA" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_CAMERA" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_CAMERA" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_CROSSBOW" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_CROSSBOW" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_CROSSBOW" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_CROSSBOW" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_DUEL" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_DUEL" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_DUEL" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_DUEL" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_FIST" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_FIST" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_FIST" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_FIST" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_GRENADE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_GRENADE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_GRENADE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_GRENADE" 1
fadein 0.2
fadeout 0.2
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_KNIFE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_KNIFE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_KNIFE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_KNIFE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_MELEE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_MELEE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_MELEE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_MELEE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_MELEE2" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_MELEE2" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_MELEE2" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_MELEE2" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_PASSIVE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_PASSIVE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_PASSIVE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_PASSIVE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "swim_PASSIVE_A_SWIMN" {
"a_swimN"
activity "ACT_HL2MP_SWIM_PASSIVE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "swim_PASSIVE_A_SWIMS" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_PASSIVE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "swim_PASSIVE_A_SWIME" {
"a_swimE"
activity "ACT_HL2MP_SWIM_PASSIVE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "swim_PASSIVE_A_SWIMW" {
"a_swimW"
activity "ACT_HL2MP_SWIM_PASSIVE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_PISTOL" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_PISTOL" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_PISTOL" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_PISTOL" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_PHYSGUN" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_PHYSGUN" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_PHYSGUN" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_PHYSGUN" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_REVOLVER" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_REVOLVER" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_REVOLVER" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_REVOLVER" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_RPG" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_RPG" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_SHOTGUN" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_SHOTGUN" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_SHOTGUN" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_SHOTGUN" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_SLAM" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_SLAM" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_SLAM" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_SLAM" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_SMG1" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_SMG1" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_SMG1" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_SMG1" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_MAGIC" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_MAGIC" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_MAGIC" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_MAGIC" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}

$sequence "idle_Swim_SUITCASE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_IDLE_SUITCASE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer look
}

$sequence "swim_SUITCASE" {
"a_swim_idle"
activity "ACT_HL2MP_SWIM_SUITCASE" 1
fadein 0.2
fadeout 0.2
addlayer "swim_all"
fps 28
loop

addlayer swim_aim
}
Adding Jump Blend and Jump Sequences
$sequence "jump_all" {
"a_jump_NW"
"a_jump_N"
"a_jump_NE"
"a_jump_W"
"a_jump_N"
"a_jump_E"
"a_jump_NE"
"a_jump_N"
"a_jump_NW"
blendwidth 3
activity "ACT_HL2MP_JUMP" 1
blend "move_y" -1 1
blend "move_x" 1 -1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer Look
}

$sequence "jump" {
"a_jump_N"
activity "ACT_HL2MP_JUMP" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_AR2" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_AR2" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_CAMERA" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_CAMERA" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_CROSSBOW" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_CROSSBOW" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_DUEL" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_DUEL" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_FIST" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_FIST" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_GRENADE" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_GRENADE" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_KNIFE" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_KNIFE" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_MELEE" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_MELEE" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_MELEE2" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_MELEE2" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_PASSIVE" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_PASSIVE" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_PISTOL" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_PISTOL" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_PHYSGUN" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_PHYSGUN" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_REVOLVER" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_REVOLVER" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_RPG" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_RPG" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_SHOTGUN" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_SHOTGUN" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_SLAM" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_SLAM" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_SMG1" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_SMG1" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_MAGIC" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_MAGIC" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}

$sequence "jump_SUITCASE" {
"a_jump_N"
activity "ACT_HL2MP_JUMP_SUITCASE" 1
fadein 0.1
fadeout 0.1
fps 28
loop

addlayer "jump_all"
}
Adding Sitting, Driving, and Ragdoll Sequences
$sequence "sit" {
"a_sit"
activity "ACT_HL2MP_SIT" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "drive_jeep" {
"a_drive"
activity "ACT_DRIVE_JEEP" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "drive_airboat" {
"a_drive"
activity "ACT_DRIVE_AIRBOAT" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "drive_pd" {
"anims/Sit_Pod.dmx"
activity "ACT_DRIVE_POD" 1
fadein 0.2
fadeout 0.2
fps 28
origin 0 4.5 28
loop
addlayer "look_pd"
}

$sequence "sit_rollercoaster" {
"a_sit"
activity "ACT_GMOD_SIT_ROLLERCOASTER" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_ar2" {
"a_sit"
activity "ACT_HL2MP_SIT_AR2" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_camera" {
"a_sit"
activity "ACT_HL2MP_SIT_CAMERA" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_crossbow" {
"a_sit"
activity "ACT_HL2MP_SIT_CROSSBOW" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_duel" {
"a_sit"
activity "ACT_HL2MP_SIT_DUEL" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_fist" {
"a_sit"
activity "ACT_HL2MP_SIT_FIST" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_grenade" {
"a_sit"
activity "ACT_HL2MP_SIT_GRENADE" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_knife" {
"a_sit"
activity "ACT_HL2MP_SIT_KNIFE" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_melee" {
"a_sit"
activity "ACT_HL2MP_SIT_MELEE" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_melee2" {
"a_sit"
activity "ACT_HL2MP_SIT_MELEE2" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_passive" {
"a_sit"
activity "ACT_HL2MP_SIT_PASSIVE" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_pistol" {
"a_sit"
activity "ACT_HL2MP_SIT_PISTOL" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_physgun" {
"a_sit"
activity "ACT_HL2MP_SIT_PHYSGUN" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_revolver" {
"a_sit"
activity "ACT_HL2MP_SIT_REVOLVER" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_rpg" {
"a_sit"
activity "ACT_HL2MP_SIT_RPG" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_shotgun" {
"a_sit"
activity "ACT_HL2MP_SIT_SHOTGUN" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_slam" {
"a_sit"
activity "ACT_HL2MP_SIT_SLAM" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_smg1" {
"a_sit"
activity "ACT_HL2MP_SIT_SMG1" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_magic" {
"a_sit"
activity "ACT_HL2MP_SIT_MAGIC" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "sit_suitcase" {
"a_sit"
activity "ACT_HL2MP_SIT_SUITCASE" 1
fadein 0.2
fadeout 0.2
fps 28
loop
addlayer "look"
}

$sequence "ragdoll" "anims\Ragdoll" {
fps 28
activity "ACT_DIERAGDOLL" 1
fadein 0.0
fadeout 0.0
}
Adding Collision Model Pt.1
$collisionjoints "phymodel.dmx" {
$mass 200
$inertia 3
$damping 0.01
$rotdamping 0.04
$rootbone "pelvis"

$jointconstrain Spine1 z limit 0.000000 45.000000 1.000000
$jointconstrain Spine1 y limit -10.000000 10.000000 1.000000
$jointconstrain Spine1 x limit -10.000000 10.000000 1.000000

$jointconstrain Spine2 z limit -9.000000 25.000000 1.000000
$jointconstrain Spine2 y limit -10.000000 10.000000 1.000000
$jointconstrain Spine2 x limit -20.000000 20.000000 1.000000

$jointconstrain Chest z limit -15.000000 10.000000 1.000000
$jointconstrain Chest y limit -15.000000 15.000000 1.000000
$jointconstrain Chest x limit -10.000000 10.000000 1.000000

$jointconstrain Collar z limit -10.000000 10.000000 1.000000
$jointconstrain Collar y limit -10.000000 10.000000 1.000000
$jointconstrain Collar x limit -10.000000 10.000000 1.000000

$jointconstrain Neck1 z limit -30.000000 20.000000 1.000000
$jointconstrain Neck1 y limit -40.000000 40.000000 1.000000
$jointconstrain Neck1 x limit -20.000000 20.000000 1.000000

$jointconstrain Neck2 z limit -60.000000 45.000000 1.000000
$jointconstrain Neck2 y limit -30.000000 30.000000 1.000000
$jointconstrain Neck2 x limit -30.000000 30.000000 1.000000

$jointconstrain Neck3 z limit -35.000000 35.000000 1.000000
$jointconstrain Neck3 y limit -30.000000 30.000000 1.000000
$jointconstrain Neck3 x limit -30.000000 30.000000 1.000000

$jointconstrain Neck4 z limit -35.000000 35.000000 1.000000
$jointconstrain Neck4 y limit -30.000000 30.000000 1.000000
$jointconstrain Neck4 x limit -30.000000 30.000000 1.000000

$jointconstrain Neck5 z limit -35.000000 35.000000 1.000000
$jointconstrain Neck5 y limit -30.000000 30.000000 1.000000
$jointconstrain Neck5 x limit -30.000000 30.000000 1.000000

$jointconstrain Neck6 z limit -35.000000 35.000000 1.000000
$jointconstrain Neck6 y limit -30.000000 30.000000 1.000000
$jointconstrain Neck6 x limit -30.000000 30.000000 1.000000

$jointconstrain Skull z limit -30.000000 45.000000 1.000000
$jointconstrain Skull y limit -30.000000 30.000000 1.000000
$jointconstrain Skull x limit -30.000000 30.000000 1.000000

$jointconstrain Ear1.L z limit -30.000000 30.000000 1.000000
$jointconstrain Ear1.L y limit -20.000000 45.000000 1.000000
$jointconstrain Ear1.L x limit -25.000000 10.000000 1.000000

$jointconstrain Ear2.L z limit -30.000000 30.000000 1.000000
$jointconstrain Ear2.L y limit -20.000000 45.000000 1.000000
$jointconstrain Ear2.L x limit -25.000000 10.000000 1.000000

$jointconstrain Ear3.L z limit -30.000000 30.000000 1.000000
$jointconstrain Ear3.L y limit -20.000000 45.000000 1.000000
$jointconstrain Ear3.L x limit -25.000000 10.000000 1.000000

$jointconstrain Ear1.R z limit -30.000000 30.000000 1.000000
$jointconstrain Ear1.R y limit -20.000000 45.000000 1.000000
$jointconstrain Ear1.R x limit -10.000000 25.000000 1.000000

$jointconstrain Ear2.R z limit -30.000000 30.000000 1.000000
$jointconstrain Ear2.R y limit -20.000000 45.000000 1.000000
$jointconstrain Ear2.R x limit -10.000000 25.000000 1.000000

$jointconstrain Ear3.R z limit -30.000000 30.000000 1.000000
$jointconstrain Ear3.R y limit -20.000000 45.000000 1.000000
$jointconstrain Ear3.R x limit -10.000000 25.000000 1.000000

$jointconstrain SocketF.L z limit -45.000000 45.000000 1.000000
$jointconstrain SocketF.L y limit -30.000000 15.000000 1.000000
$jointconstrain SocketF.L x limit -10.000000 10.000000 1.000000

$jointconstrain ShoulderF.L z limit -25.000000 25.000000 1.000000
$jointconstrain ShoulderF.L y limit -30.000000 45.000000 1.000000
$jointconstrain ShoulderF.L x limit -45.000000 45.000000 1.000000

$jointconstrain ArmF.L z limit -90.000000 30.000000 1.000000
$jointconstrain ArmF.L y limit -5.000000 5.000000 1.000000
$jointconstrain ArmF.L x limit -45.000000 45.000000 1.000000

$jointconstrain SocketM.L z limit -45.000000 45.000000 1.000000
$jointconstrain SocketM.L y limit -30.000000 15.000000 1.000000
$jointconstrain SocketM.L x limit -10.000000 10.000000 1.000000

$jointconstrain ShoulderM.L z limit -25.000000 25.000000 1.000000
$jointconstrain ShoulderM.L y limit -30.000000 45.000000 1.000000
$jointconstrain ShoulderM.L x limit -45.000000 45.000000 1.000000

$jointconstrain ArmM.L z limit -90.000000 30.000000 1.000000
$jointconstrain ArmM.L y limit -5.000000 5.000000 1.000000
$jointconstrain ArmM.L x limit -45.000000 45.000000 1.000000

$jointconstrain SocketB.L z limit -45.000000 45.000000 1.000000
$jointconstrain SocketB.L y limit -30.000000 15.000000 1.000000
$jointconstrain SocketB.L x limit -10.000000 10.000000 1.000000

$jointconstrain ShoulderB.L z limit -25.000000 25.000000 1.000000
$jointconstrain ShoulderB.L y limit -30.000000 45.000000 1.000000
$jointconstrain ShoulderB.L x limit -45.000000 45.000000 1.000000

$jointconstrain ArmB.L z limit -90.000000 30.000000 1.000000
$jointconstrain ArmB.L y limit -5.000000 5.000000 1.000000
$jointconstrain ArmB.L x limit -45.000000 45.000000 1.000000

$jointconstrain SocketF.R z limit -45.000000 45.000000 1.000000
$jointconstrain SocketF.R y limit -30.000000 15.000000 1.000000
$jointconstrain SocketF.R x limit -10.000000 10.000000 1.000000

$jointconstrain ShoulderF.R z limit -25.000000 25.000000 1.000000
$jointconstrain ShoulderF.R y limit -30.000000 45.000000 1.000000
$jointconstrain ShoulderF.R x limit -45.000000 45.000000 1.000000

$jointconstrain ArmF.R z limit -90.000000 30.000000 1.000000
$jointconstrain ArmF.R y limit -5.000000 5.000000 1.000000
$jointconstrain ArmF.R x limit -45.000000 45.000000 1.000000

$jointconstrain SocketM.R z limit -45.000000 45.000000 1.000000
$jointconstrain SocketM.R y limit -30.000000 15.000000 1.000000
$jointconstrain SocketM.R x limit -10.000000 10.000000 1.000000

$jointconstrain ShoulderM.R z limit -25.000000 25.000000 1.000000
$jointconstrain ShoulderM.R y limit -30.000000 45.000000 1.000000
$jointconstrain ShoulderM.R x limit -45.000000 45.000000 1.000000

$jointconstrain ArmM.R z limit -90.000000 30.000000 1.000000
$jointconstrain ArmM.R y limit -5.000000 5.000000 1.000000
$jointconstrain ArmM.R x limit -45.000000 45.000000 1.000000

$jointconstrain SocketB.R z limit -45.000000 45.000000 1.000000
$jointconstrain SocketB.R y limit -30.000000 15.000000 1.000000
$jointconstrain SocketB.R x limit -10.000000 10.000000 1.000000

$jointconstrain ShoulderB.R z limit -25.000000 25.000000 1.000000
$jointconstrain ShoulderB.R y limit -30.000000 45.000000 1.000000
$jointconstrain ShoulderB.R x limit -45.000000 45.000000 1.000000

$jointconstrain ArmB.R z limit -90.000000 30.000000 1.000000
$jointconstrain ArmB.R y limit -5.000000 5.000000 1.000000
$jointconstrain ArmB.R x limit -45.000000 45.000000 1.000000

$jointconstrain Hip.L z limit -45.000000 30.000000 1.000000
$jointconstrain Hip.L y limit -30.000000 5.000000 1.000000
$jointconstrain Hip.L x limit -5.000000 45.000000 1.000000

$jointconstrain Leg1.L z limit -30.000000 30.000000 1.000000
$jointconstrain Leg1.L y limit -10.000000 10.000000 1.000000
$jointconstrain Leg1.L x limit -15.000000 15.000000 1.000000

$jointconstrain Leg2.L z limit -80.000000 40.000000 1.000000
$jointconstrain Leg2.L y limit -5.000000 5.000000 1.000000
$jointconstrain Leg2.L x limit -45.000000 45.000000 1.000000

$jointconstrain Hip.R z limit -45.000000 30.000000 1.000000
$jointconstrain Hip.R y limit -30.000000 5.000000 1.000000
$jointconstrain Hip.R x limit -45.000000 5.000000 1.000000

$jointconstrain Leg1.R z limit -30.000000 30.000000 1.000000
$jointconstrain Leg1.R y limit -10.000000 10.000000 1.000000
$jointconstrain Leg1.R x limit -15.000000 15.000000 1.000000

$jointconstrain Leg2.R z limit -80.000000 40.000000 1.000000
$jointconstrain Leg2.R y limit -5.000000 5.000000 1.000000
$jointconstrain Leg2.R x limit -45.000000 45.000000 1.000000
Adding Collision Model Pt.2
$jointconstrain TailBase z limit -30.000000 15.000000 1.000000
$jointconstrain TailBase y limit -15.000000 15.000000 1.000000
$jointconstrain TailBase x limit -15.000000 15.000000 1.000000

$jointconstrain CTail0 z limit -45.000000 45.000000 1.000000
$jointconstrain CTail0 y limit -45.000000 45.000000 1.000000
$jointconstrain CTail0 x limit -45.000000 45.000000 1.000000

$jointconstrain Tail0.L z limit -45.000000 45.000000 1.000000
$jointconstrain Tail0.L y limit -45.000000 45.000000 1.000000
$jointconstrain Tail0.L x limit -45.000000 45.000000 1.000000

$jointconstrain Tail0.R z limit -45.000000 45.000000 1.000000
$jointconstrain Tail0.R y limit -45.000000 45.000000 1.000000
$jointconstrain Tail0.R x limit -45.000000 45.000000 1.000000

$jointconstrain Foot.L z limit -45.000000 45.000000 1.000000
$jointconstrain Foot.L y limit -45.000000 45.000000 1.000000
$jointconstrain Foot.L x limit -45.000000 45.000000 1.000000

$jointconstrain HandF.L z limit -45.000000 45.000000 1.000000
$jointconstrain HandF.L y limit -45.000000 45.000000 1.000000
$jointconstrain HandF.L x limit -45.000000 45.000000 1.000000

$jointconstrain HandM.L z limit -45.000000 45.000000 1.000000
$jointconstrain HandM.L y limit -45.000000 45.000000 1.000000
$jointconstrain HandM.L x limit -45.000000 45.000000 1.000000

$jointconstrain HandB.L z limit -45.000000 45.000000 1.000000
$jointconstrain HandB.L y limit -45.000000 45.000000 1.000000
$jointconstrain HandB.L x limit -45.000000 45.000000 1.000000

$jointconstrain Foot.R z limit -45.000000 45.000000 1.000000
$jointconstrain Foot.R y limit -45.000000 45.000000 1.000000
$jointconstrain Foot.R x limit -45.000000 45.000000 1.000000

$jointconstrain HandF.R z limit -45.000000 45.000000 1.000000
$jointconstrain HandF.R y limit -45.000000 45.000000 1.000000
$jointconstrain HandF.R x limit -45.000000 45.000000 1.000000

$jointconstrain HandM.R z limit -45.000000 45.000000 1.000000
$jointconstrain HandM.R y limit -45.000000 45.000000 1.000000
$jointconstrain HandM.R x limit -45.000000 45.000000 1.000000

$jointconstrain HandB.R z limit -45.000000 45.000000 1.000000
$jointconstrain HandB.R y limit -45.000000 45.000000 1.000000
$jointconstrain HandB.R x limit -45.000000 45.000000 1.000000
}
Adding Hitboxes
$hboxset "default"

$hbox 7 "Pelvis" -1.01 -0.63 -0.19 1.01 1.76 1.06
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12 Comments
Stage 1 hour ago 
Hey, I know this guide is old now but I was wondering if you knew how custom sprinting animations work. I get that GMOD doesn't actually use unique sprinting animations, instead just speeding up the standard walk (ACT_HL2MP_RUN), but I can't seem to figure out how to get that to work.
mad0stukii_ 10 Jun, 2024 @ 10:21pm 
I'm not sure if your still ansering questions, but with texturegroups, is it just the name of the texture file itself? Or is there something in blender you need to do?
Vitel'Homme Innocent 4 May, 2023 @ 7:26am 
Ive been trying for about half a year to get my model to work. But my issue is animations. For some reason only the top animation in the qc file plays. I can use autoplay to play others but tho. If you could help me somehow id really appreciate it!
YoshiCrystal 30 Apr, 2023 @ 8:03am 
I see, thanks!
Bump Attack ⊗  [author] 30 Apr, 2023 @ 7:57am 
Yes those bone names are required for the weapons to appear. I wouldn't replace your existing hand bones though, it's easier to just make new bones named ValveBiped.Bip01_R_Hand and ValveBiped.Bip01_L_Hand and parent them to your existing hand bones. Some weapons like the rocket launcher also use ValveBiped.Anim_Attachment_RH or ValveBiped.Anim_Attachment_LH. Just make sure to have the attachment points set up in your .qc or else bones with zero weight painting can be removed when compiling.
YoshiCrystal 30 Apr, 2023 @ 2:03am 
Hey, I'm making a custom animated player model too but I'm kinda confused on how to get the weapon to get attached to the hands, is it required to use ValveBiped.Bip01_R_Hand and ValveBiped.Bip01_L_Hand bone names in the hands for the weapons to work fine?
TheDizcordumSeventh 31 Jul, 2022 @ 10:33am 
You better add the line that every category here can be stored in separated files with .qci on end.
then in main qc file simply $include them in, for more space optimisaiton
DogeisCut 28 Apr, 2022 @ 5:01pm 
ooh this will come in handy
Xan 22 Nov, 2020 @ 6:28pm 
wait you were supposed to sell your cat to russia?

shit bro i sold mine to korea
Duskstone109 17 Nov, 2020 @ 8:21pm 
Instructions unclear: sold cat to Russia.