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Just one more question, is there a QC just for a simple ragdoll? I don't really plan on making player models, unless I change my mind.
• $model: specifies what .smd model the model is, and if it has face poses
• $collisionjoints: specifies what .smd the collision mesh is, and how far the joints can tilt (in degrees)
• $sequence: you only need one sequence for ragdolls, which is assigned to the "ACT_DIERAGDOLL" activity
Every time I've done it (even now with your codes), it's fine in reference/ragdoll mode, but when I look at it in-game, and HLMV, the model stretches:
http://image.prntscr.com/image/df90674b45ec4f9495b71dba1e4a47c2.png
http://image.prntscr.com/image/22cdc93f7a4a434ea5b3fb199e59713e.png
Also, make sure that you use a reference.smd from the default human model, otherwise the proportion code does not know what skeleton to use as a basis when it's changing the bone locations to fit those of the model at hand.
Also, you do mean the reference.smd is just the anim of the default human model, or the actual human model itself (with skeleton)?
BUT (there's always a but), There are two problems I notice with it:
http://image.prntscr.com/image/29d882a8e78649fc847fc62e69e6ad08.png
http://image.prntscr.com/image/1522a523991248f68a60c495b0b78e59.png (how it's default idle pose looks like)
http://image.prntscr.com/image/d316c2bd159449adaf9a47fa420d84c3.png (ragdoll, but honestly I don't care about this, no one is going to be using the ragdoll because they already have a ragdoll version on workshop)
The forearms and hands aren't connected like they should be, and the thighs and calves of the legs are twisted the wrong way. Any idea how this can be fixed? I mean, of course I wouldn't expect everything to be 100% perfect...but still, any idea? (perhaps I got something else slightly wrong?)
Don't worry, the ragdoll only looks like that in hlmv, it will look perfect in-game.
As for the legs, that issue happens when the leg bones (ValveBiped.Bip01_L/R_Foot) are too different from the regular human model. It can be 'fixed' by making sure those two bones have exactly the same position as in the default model
If you're using blender, these are the default transforms for the foot bones[i.imgur.com] (when in edit mode)
For the hands, I'm not sure if it's the actual animations that are offsetting the hands instead of just rotating them, or you may have put the "wrist" bones too far behind the circular joint?
http://image.prntscr.com/image/15053d06d5b146f09be7c2896b1c9243.png
I reckon the legs are probably like that because the calf bones aren't in the center of the thigh and foot bones like normal humans...maybe...just a thought.
I'd still need to test in-game though.
The bones you will edit are the ones in the model's skeleton.
Bones not being weighted does pose an issue, but I think you can get around that by just deleting the unused bones in both the model's skeleton AND the proportion skeleton. The wrist bone is a procedural bone that isn't used unless you specify it in the QC file, so you can safely delete it from the model's skeleton.
The reason for the hands being offset might lie in the fact that your clavicle bones aren't weighted. You can try to delete the clavicle bones in both skeletons, (and setting the UpperArm bones as children of the spine bone you use) and see how it turns out.
http://image.prntscr.com/image/fd9dc90301c54ce3b547cbbf9673b9a3.png
The hands are ok, even left arm is somewhat ok (but forearm is twisted, everything is normal in the reference sequence), the right arm is the biggest problem. I have no idea why it does that, I've done everything according to the proportion trick, and stuff that you've said in above comments. This is a model that is already pretty close to the default male, but I wanted to use proportions because I don't want to ruin the model at all (because it has multiple bodygroups).
So when it came to the posing of the skeleton the model is parented to, I didn't need to rotate the arms much.
Skeleton comparisons:
http://image.prntscr.com/image/f5a71b77b61a486e841e3955d6e3224e.png
The one selected is the custom model's skeleton (which I have posed to fit the default male skeleton, but I'm just showing it without being posed). Another thing I did to make sure the bones were all rotated correctly, was bring in the default male skeleton, and edit it according to the custom skeleton of my model.
I really hope you can help. :)
arms and legs ...sometimes... get twisted when using the proportion trick. I don't know why it does that, or how to fix it, but it seems to have something to do with the IK (the solver that makes sure legs stay on the ground and hands hold guns).
your best bet to avoid any further frustration is to reset the bones that get twisted to their original position and hope that the model will still look acceptable
tl;dr: save yourself the frustration and move the conflicting bones back to the positions they have in the reference skeleton.