Garry's Mod

Garry's Mod

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Fuse Ragdoll to Playermodel [NO LONGER SUPPORTED]
By CREΛTOR
An easy and semi-effective way to turn Ragdolls made in Mixamo Fuse to Playermodels of your own choice.

(it's a start)

UPDATE: Adobe, like most things, has ruined Mixamo and removed Garry's Mod and Unreal Engine support. The only option you have now is to export the model as an FBX and do the process normally.
   
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Create The Model
This should have been done before. If not, do it now and export it for rigging.

When you go to the site for rigging use ALL bones and fingers, if the rig you use is different you can always down size
Download The Model
When rigging the model in fuse, it might be best to have 3 fingers only. Your index and tumb would be free but your middle to pinky will be joined.
Download the model as a Gmod Ragdoll in T-Pose, simple

Go to your models and download

do it...

.... JUST DO IT

Convert To .QC
The .qc is what you'll need for this whole operation. Crowbar available for download on the Crowbar Group page and I recommend it. The .qc will be imported to Blender using the blender source tools.
Import .qc to Blender
1. Download Source tools if not already
2. Import the .qc and remove the original ragdoll rig (bones)
3. Decompile another finished playermodel and import their .qc. Keep only their bone rig.
Base Model + Fuse Ragdoll= ???
Essentially you follow the same instructions form here: https://facepunch.com/showthread.php?t=1411683

SergerantJoe Method:
Section 1-Repurposing Rigging

"Alright, you have a ragdoll, you've decompiled it and loaded it into a 3D editor. Now you need the rig it to the ValveBiped skeleton. To get one, decompile any Half-Life 2 model. I recommend "models/humans/male_01.mdl".

You'll see a list of all the bones the model is rigged to. Now, rename them all to match the ValveBiped bones. If you pose the model a bit you'll see the mesh automatically jump to the bones as each group is renamed.



After all the weights are renamed, you may need to adjust the bone positions to match the mesh.




Tada! Your model is now on the ValveBiped, and without rerigging!


Section 2-Adding Animations

If the model was just a ragdoll, you need to give it animations or else it'll be t-posing around.

Open your QC, then add the following lines, corresponding to the model gender/type.

Male: $includemodel m_anm.mdl
Female: $includemodel f_anm.mdl
Zombie: $includemodel z_anm.mdl "
Rigging and Compile
If you follow the steps from the last section all parts should move along with the bones. If not check for mistakes.

Once it is rigged, fit the bones to the new Playermodel as best as you can. Be aware this might have issues and trial and error is probably the likely outcome for the perfect model.

Use the source tools to finalize the .qc and with Notepad++ copy the scripts form the original model, playermodel with the starting/ base Valve Biped rigging, into your .qc the code should look as similar to this

The following sections will have the codes you'll need
.Qc Code
$Attachment "eyes" "ValveBiped.Bip01_Head1" 3.5 -3.98 -0.1 rotate 0 -80.1 -90
$Attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$Attachment "lefthand" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0
$Attachment "zipline" "ValveBiped.Bip01_Spine4" 3 -4 0 rotate 0 0 0

$CBox 0 0 0 0 0 0

$BBox -15.624 -26.209 -2.674 7.993 26.194 73.544

// $HBoxSet "default"
// $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
// $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
// $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
// $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
// $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
// $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
// $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
// $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
// $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
// $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
// $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
// $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
// $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
// $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
// $HBox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
// $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
// $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
// $SkipBoneInBBox

$BoneMerge "ValveBiped.Bip01_Pelvis"
$BoneMerge "ValveBiped.Bip01_Spine"
$BoneMerge "ValveBiped.Bip01_Spine1"
$BoneMerge "ValveBiped.Bip01_Spine2"
$BoneMerge "ValveBiped.Bip01_Spine4"
$BoneMerge "ValveBiped.Bip01_R_Clavicle"
$BoneMerge "ValveBiped.Bip01_R_UpperArm"
$BoneMerge "ValveBiped.Bip01_R_Forearm"
$BoneMerge "ValveBiped.Bip01_R_Hand"
$BoneMerge "ValveBiped.Anim_Attachment_RH"

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

$IncludeModel "m_anm.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

Tip: If you need a ragdoll.smd visit gmod's website and decompile a model for one
_reference.smd
this is the "playermodel_name"_reference.smd piece when you decompile a ragdoll from your fuse download

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.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_R_Finger3" 11
14 "ValveBiped.Bip01_R_Finger2" 11
15 "ValveBiped.Bip01_R_Finger21" 14
16 "ValveBiped.Bip01_R_Finger22" 15
17 "ValveBiped.Bip01_R_Finger1" 11
18 "ValveBiped.Bip01_R_Finger11" 17
19 "ValveBiped.Bip01_R_Finger12" 18
20 "ValveBiped.Bip01_R_Finger0" 11
21 "ValveBiped.Bip01_R_Finger01" 20
22 "ValveBiped.Bip01_R_Finger02" 21
23 "ValveBiped.Bip01_R_Ulna" 10
24 "ValveBiped.Bip01_R_Wrist" 10
25 "ValveBiped.Bip01_R_Elbow" 9
26 "ValveBiped.Bip01_L_Clavicle" 4
27 "ValveBiped.Bip01_L_UpperArm" 26
28 "ValveBiped.Bip01_L_Forearm" 27
29 "ValveBiped.Bip01_L_Hand" 28
30 "ValveBiped.Anim_Attachment_LH" 29
31 "ValveBiped.Bip01_L_Finger3" 29
32 "ValveBiped.Bip01_L_Finger2" 29
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 29
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 29
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_L_Ulna" 28
42 "ValveBiped.Bip01_L_Wrist" 28
43 "ValveBiped.Bip01_L_Elbow" 27
44 "ValveBiped.Bip01_R_Thigh" 0
45 "ValveBiped.Bip01_R_Calf" 44
46 "ValveBiped.Bip01_R_Foot" 45
47 "ValveBiped.Bip01_R_Toe0" 46
48 "ValveBiped.Bip01_L_Thigh" 0
49 "ValveBiped.Bip01_L_Calf" 48
50 "ValveBiped.Bip01_L_Foot" 49
51 "ValveBiped.Bip01_L_Toe0" 50
end
skeleton
time 0
0 0.000000 -0.533612 38.566914 1.570796 0.000000 0.000000
1 0.000000 3.345131 -2.981898 1.570796 0.083193 1.570796
2 3.995838 0.000000 0.000000 0.000000 0.000000 -0.028816
3 3.520298 0.000000 0.000000 0.000000 0.000000 0.097307
4 8.921474 0.000000 0.000000 0.000000 0.000000 0.186413
5 3.306370 0.000002 0.000000 3.141590 0.000000 0.406109
6 3.601997 -0.000011 0.000000 0.000000 -0.000001 0.405033
7 1.999989 -3.000002 0.000000 -1.570796 0.000000 -1.326450
8 2.059532 0.977926 -1.937661 -1.661570 1.286515 2.950147
9 6.028145 0.000008 0.000000 1.633734 -0.011884 -0.586789
10 11.692554 0.000000 -0.000008 0.000000 0.000000 -0.060372
11 11.481689 0.000000 -0.000011 -1.559993 0.038701 0.036022
12 2.676083 -1.712448 0.000000 -1.570796 0.000000 -1.570795
13 3.942292 0.050323 0.431043 0.154999 -0.079305 -0.810205
14 3.883657 -0.050331 -0.431043 -0.085905 -0.026404 -0.587695
15 1.719578 0.000004 0.000000 0.000000 -0.007974 -0.366436
16 1.209179 -0.000002 0.000000 0.000000 -0.004461 -0.216376
17 3.859824 -0.148941 -1.331283 -0.354419 0.038567 -0.532001
18 1.719429 -0.000002 -0.000001 0.000000 -0.006613 -0.362970
19 1.099667 0.000000 -0.000001 0.000000 -0.004211 -0.244312
20 0.806018 -0.359837 -1.318334 1.204200 0.673618 -0.793956
21 1.789785 -0.000005 0.000004 0.000000 -0.006301 0.228555
22 1.206997 -0.000001 0.000000 0.000000 -0.009618 0.362905
23 5.740850 0.000000 0.000000 0.000081 0.000000 0.000000
24 11.481699 0.000000 -0.000011 0.000150 0.000000 0.000000
25 11.692547 0.000000 -0.000008 0.000000 0.000000 -0.029500
26 2.059528 0.977923 1.937661 1.589740 -1.286513 2.950147
27 6.028144 0.000000 0.000000 -1.573855 0.051611 -0.584887
28 11.692554 0.000000 -0.000004 0.000000 0.000000 -0.060372
29 11.481672 0.000000 -0.000042 1.568292 -0.038709 0.036022
30 2.676086 -1.712440 0.000000 1.570797 0.000000 1.570797
31 3.942327 0.046776 -0.431443 -0.155014 0.073328 -0.810648
32 3.883687 -0.046764 0.431443 0.085902 0.021830 -0.587867
33 1.719574 -0.000002 0.000000 0.000000 0.005516 -0.366478
34 1.209190 0.000000 0.000000 0.000000 0.003084 -0.216400
35 3.859859 -0.137939 1.332466 0.354449 -0.042750 -0.531718
36 1.719431 0.000002 -0.000003 0.000000 0.004074 -0.363009
37 1.099663 0.000006 -0.000002 0.000000 0.002596 -0.244331
38 0.806046 -0.348923 1.321258 -1.206854 -0.679488 -0.789308
39 1.789782 0.000002 0.000000 0.000000 0.007387 0.228523
40 1.207005 0.000001 -0.000004 0.000000 0.011267 0.362860
41 5.740850 0.000000 -0.000004 0.000688 0.000000 0.000000
42 11.481701 0.000000 -0.000004 0.001272 0.000000 0.000000
43 11.692556 0.000000 0.000000 0.000000 0.000000 -0.029500
44 -3.890447 0.000000 0.000000 -1.570796 0.051839 -1.545475
45 17.848167 0.000000 0.000000 0.000000 0.000000 0.034200
46 16.525236 0.000000 0.000001 0.013107 0.057637 -1.072893
47 6.879450 0.000002 0.000000 -0.081333 -0.002951 -0.584373
48 3.890447 0.000000 0.000000 -1.570796 0.051839 -1.596117
49 17.848162 0.000000 0.000000 0.000000 0.000000 0.034200
50 16.525236 0.000000 0.000000 -0.002413 -0.057637 -1.072893
51 6.879449 0.000000 0.000001 -0.007299 -0.002951 -0.584373
end

Finally!!!!
Compile the model with Crowbar
Note: When setting up games, instead of gmod use Half- Life 2 during the compile. You'll use the gameinfo.txt file in you HL2 folder.

Copy the original ragdoll package downloaded from fuse to gmod like normal. Then, replace the model with the new compiled model you created.


Create the script in GarrysMod\garrysmod\lua\autorun, the model will appear in the Playermodel tab when you press "C"

Similar to:

player_manager.AddValidModel( "Phantom", "models/characters/phantom_player/phantom_player.mdl" );
list.Set( "PlayerOptionsModel", "Phantom", "models/characters/phantom_player/phantom_player.mdl" );
AddCSLuaFile( "phatnom_pm.lua" )

WARNING: All in all, the model may look weird or be invisible but all that can be fixed with Trial and Error.




Eventually you can get it right....
UPDATE: New Method
For those who don't know the SFM, GMOD Ragdoll, and Unreal Engine feature as well as many others have been removed from the mixamo service. Since Mixamo has been taken over and ruined by Adobe (major thanks for ruining something AGAIN Adobe) those changes have had postive and (mostly) negative outcomes. However, here's a positive for us model makers. Mixamo now has a web based rig system which is free and can automatically rig any humanoid model you make with ease. If you can create your models and rig them in the online app, it may be possible to rename the bones in the rig and simply have a custom premade skeleton. If all else fails there's always the steal a gmod rig then rename the vertex groups in blender.

So..

Auto Rig
Open in blender
rename bones and continue with normal steps
9 Comments
CREΛTOR  [author] 8 Feb, 2021 @ 4:41pm 
FWhyKay, it is possible as long as you ensure it meets the requirements for Garry's Mod.
Axel The Vampire Slayer 3 Feb, 2021 @ 6:34am 
Does this work with a character that has its own bones with it? Like if I rip a character out of a game's files and it comes with a skeleton, can I just rename the necessary bones to ValveBiped and be done?
VPG001 19 Mar, 2017 @ 12:19pm 
Hello! Does anyone here know much about making playermodels with Blender? The one I made was supposed to be small, but it's stretched-out in human form... There's very little information I could find on this topic, and was wondering if anyone has advice.

Btw, sorry if this is not related to Fuse, I just cannot find this answer anywhere.
CREΛTOR  [author] 1 Mar, 2017 @ 5:25am 
They removed it from the site completely!? If they did then yeah. The ragdolls had the rigs and weights. I mean if you wish you can manually rig a model but that's a pain.
HeZoKo 27 Feb, 2017 @ 12:10am 
they stopped support on gmod and sfm. can we still make the playermodels or are we screwed?
CREΛTOR  [author] 1 Aug, 2016 @ 9:16pm 
Exactly, it's simple. The code gives me a big problem sometimes but the code I left should work with the downloadable rig.
Stuhl 1 Aug, 2016 @ 2:16pm 
Hopefully with adobe having bought fuse and its popularity growing somebody will create a script to automate this, for the most part its rotating and renaming bones.
CREΛTOR  [author] 1 Aug, 2016 @ 2:10pm 
Your welcome. If you publish your model on the workshop share the tutorial in the description for others to learn. If appreciate it very much.
Stuhl 25 Jul, 2016 @ 12:45pm 
Thank you for this