Ragdoll Collision Model Help

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Ragdoll Collision Model Help

Postby Slash559 on Mon May 05, 2008 12:30 am

Hey, I've been working on a ragdoll in XSI and have it all rigged and weighted. The collision model is also done (I did freeze all transforms). I've exported them all and it compiles and I can view it in the HLMV, but there is only the collision box for the head and no other part. I have tried fixing it for a few hours now to no avail. My compile log is below as well as my .QC.

Code: Select all
qdir:    "c:\users\######\desktop\models\jackl\"
gamedir: "c:\program files\steam\steamapps\#######\half-life 2\hl2\"
g_path:  "jackl"
Working on "jackl.qc"
SMD MODEL C:\Users\######\Desktop\Models\jackl/dtjackl_ref.smd
SMD MODEL C:\Users\######\Desktop\Models\jackl/ragdoll.smd
SMD MODEL C:\Users\######\Desktop\Models\jackl/phymodel.smd
Processing jointed collision model
Head                     ( 10 verts) volume: 5275.68
Collision model completed.
---------------------
writing c:\program files\steam\steamapps\#######\half-life 2\hl2\models/RandomItems/dtjackl.mdl:
bones         8332 bytes (28)
animations     120 bytes (1 anims) (100 frames) [0:03]
sequences      328 bytes (1 seq)
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures        72 bytes
keyvalues        0 bytes
Collision model volume 5275.68 in^3
collision        0 bytes
total         9504
---------------------
writing c:\program files\steam\steamapps\#######\half-life 2\hl2\models/RandomItems/dtjackl.vvd:
vertices    144480 bytes (3010 vertices)
tangents     48160 bytes (3010 vertices)
total       192704 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\#######\half-life 2\hl2\models/RandomItems/dtjackl.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:          26820 bytes
indices:        20058 bytes
bone changes:       8 bytes
everything:     47011 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\#######\half-life 2\hl2\models/RandomItems/dtjackl.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            81 bytes
verts:          27846 bytes
indices:        20058 bytes
bone changes:     320 bytes
everything:     48403 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\#######\half-life 2\hl2\models/Randomitems/dtjackl.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:          26820 bytes
indices:        20058 bytes
bone changes:     224 bytes
everything:     47227 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\#######\half-life 2\hl2\models/RandomItems/dtjackl.xbox.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:          26820 bytes
indices:        20058 bytes
bone changes:     224 bytes
everything:     47227 bytes

Completed "jackl.qc"


And the QC:
Code: Select all
$cd "C:\Users\######\Desktop\Models\jackl"
$modelname "dtjackl.mdl"

$cdmaterials "models/JackL"
$surfaceprop "flesh"

$model studio "dtjackl_ref.smd"

$sequence ragdoll "ragdoll.smd" ACT_DIERAGDOLL 1 fps 30.00

$collisionjoints "phymodel.smd" {

   $mass 70.0
   $inertia 10.00
   $damping 0.01
   $rotdamping 1.50
   $rootbone "Spine_Low"
}


It all looks fine to me, except this one part:
Code: Select all
Processing jointed collision model
Head                     ( 10 verts) volume: 5275.68
Collision model completed.


Which leads me to believe something is wrong in the physics model. I have no idea what the problem is though. Any insight would be appreciated.
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Slash559
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