Model deformation

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Model deformation

Postby Goonie on Tue Mar 19, 2013 12:12 am

I made a model for Left 4 Dead 2 that will replace one of the survivor model. Its working but it looks wierd. Model have long neck, torso and loins are in a bit difirent positions and same hands. How can I fix this? This is .qc file:
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$cd "C:\Users\Sharaya Hol\Desktop\Models\sg crew\m"
$modelname "survivors\survivor_manager.mdl"

$model "body" "oneill.smd" {
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
}

$poseparameter body_pitch -90.00 90.00 360.00
$poseparameter body_yaw -90.00 90.00 360.00
$poseparameter head_pitch -90.00 90.00 360.00
$poseparameter head_yaw -90.00 90.00 360.00

$lod 0
 {
  replacemodel "oneill" "lod1_oneill"
}
$lod 10
 {
  replacemodel "oneill" "lod2_oneill"
}
$lod 25
 {
  replacemodel "oneill" "lod3_oneill"
}
$lod 50
 {
  replacemodel "oneill" "lod4_oneill"
}
$lod 190
 {
  replacemodel "oneill" "lod5_oneill"
}
$cdmaterials "models\players\oneill\"
$cdmaterials "models\humans\male\"
$cdmaterials ""
$texturegroup skinfamilies
{
   {
      "diss_00.vmt"
      "diss_01.vmt"
      "diss_02.vmt"
   }
    {
      "diss_00.vmt"
      "diss_01.vmt"
      "diss_02.vmt"
   }
}

$attachment "eyes" "ValveBiped.Bip01_Head1" -1.19 -3.20 -0.01 rotate 0.00 -89.37 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.71 -5.15 -0.13 rotate -0.00 -80.00 -90.00
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" -2.95 1.84 -4.61 rotate -3.66 -0.47 91.70
$attachment "L_weapon_bone" "ValveBiped.L_weapon_bone" 0.00 -0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "molotov" "ValveBiped.Bip01_Pelvis" 5.55 2.70 -2.53 rotate 26.07 5.23 -89.64
$attachment "pills" "ValveBiped.Bip01_Pelvis" -4.53 -0.43 2.86 rotate -0.71 177.48 91.57
$attachment "grenade" "ValveBiped.Bip01_Pelvis" 4.93 3.58 2.16 rotate -0.00 0.00 -90.00
//$attachment "weaponbone" "ValveBiped.Bip01_R_Hand" 2.54 -1.36 -0.86 rotate -15.62 -90.43 -86.01
$attachment "primary" "ValveBiped.Bip01_Spine4" 2.64 -4.04 -2.34 rotate -15.77 -173.22 167.93
$attachment "attach_R_shoulderBladeAim" "ValveBiped.Bip01_Spine4" -8.88 0.88 -4.51 rotate -90.00 -102.85 0.00
$attachment "attach_L_shoulderBladeAim" "ValveBiped.Bip01_Spine4" -8.88 0.88 3.12 rotate -90.00 -102.85 0.00
$attachment "melee" "ValveBiped.Bip01_Spine4" 2.64 -3.12 4.45 rotate 24.08 175.37 97.14
$attachment "medkit" "ValveBiped.Bip01_Spine4" -0.71 -3.73 -2.15 rotate -3.57 84.72 -0.29
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0.00 4.44 0.00 rotate -0.00 -0.00 -0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 4.44 0.00 rotate -0.00 0.00 -0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "survivor_neck" "ValveBiped.Bip01_Neck1" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "forward" "ValveBiped.forward" 0.00 -0.00 0.00 rotate 0.00 0.00 0.00
$attachment "bleedout" "ValveBiped.Bip01_Pelvis" 8.44 8.88 4.44 rotate -0.00 0.00 0.00
$attachment "survivor_light" "ValveBiped.Bip01_Spine2" 5.33 21.31 -0.00 rotate -0.00 -0.00 -0.00
$attachment "legL_B" "ValveBiped.attachment_bandage_legL" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "armL_B" "ValveBiped.attachment_bandage_armL" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "armL_T" "ValveBiped.attachment_armL_T" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "armR_T" "ValveBiped.attachment_armR_T" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "armL" "ValveBiped.Bip01_L_Forearm" 0.00 0.00 -0.00 rotate -0.00 -0.00 0.00
$attachment "legL" "ValveBiped.Bip01_L_Calf" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00
$attachment "thighL" "ValveBiped.Bip01_L_Thigh" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00
$attachment "spine" "ValveBiped.Bip01_Spine" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00


//==============================================================================
// START ANIMATION LINES
// Declare animations in same order as Louis.

// This is the first sequence/animation. Sometimes called "idle".
$sequence Idle_Standing_Align "Idle_Standing_Align" fps 30.00

// The "ragdoll" animation is the 11th in the list, not the 2nd as other survivors.
// $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00

$declaresequence Heal_Self_Standing_06
$declaresequence Idlenoise
$declaresequence Idle_Standing_Align
$declaresequence Idle_Standing_Rifle
$declaresequence NamVet_AimMatrix_Rifle_Walking
$declaresequence NamVet_AimMatrix_Rifle_Running
$declaresequence NamVet_AimMatrix_Rifle_CrouchWalking
$declaresequence NamVet_AimMatrix_Rifle_Standing_Calm
$declaresequence NamVet_AimMatrix_Rifle_Standing

// NOTE: No need to use $declaresequence line for "ragdoll", because $sequence line is sufficient.
//$declaresequence ragdoll
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00

$declaresequence InjuredIdlenoise
$declaresequence CalmIdlenoise
$declaresequence CalmIdlenoisePistol
$declaresequence NamVet_AimMatrix_Pistol_Standing_layer
$declaresequence NamVet_AimMatrix_Pistol_Standing_arms
$declaresequence Idle_Standing_Pistol
$declaresequence NamVet_AimMatrix_Elites_Standing_layer
$declaresequence NamVet_AimMatrix_Elites_Standing_arms
$declaresequence Idle_Standing_Elites
$declaresequence NamVet_Reload_Rifle_Standing_layer
$declaresequence NamVet_Reload_Rifle_Standing_arms
$declaresequence NamVet_AimMatrix_Shotgun_Standing_layer
$declaresequence NamVet_AimMatrix_Shotgun_Standing_arms
$declaresequence Idle_Standing_Shotgun
$declaresequence NamVet_AimMatrix_PumpShotgun_Standing_layer
$declaresequence NamVet_AimMatrix_PumpShotgun_Standing_arms
$declaresequence Idle_Standing_PumpShotgun
$declaresequence NamVet_AimMatrix_Grenade_Standing_layer
$declaresequence NamVet_AimMatrix_Grenade_Standing_arms
$declaresequence Idle_Standing_Grenade
$declaresequence NamVet_Idle_FirstAidKit_layer
$declaresequence NamVet_Idle_FirstAidKit_arms
$declaresequence Idle_Standing_FirstAidKit
$declaresequence NamVet_AimMatrix_SMG_Standing_layer
$declaresequence NamVet_AimMatrix_SMG_Standing_arms
$declaresequence Idle_Standing_SMG
$declaresequence NamVet_AimMatrix_Sniper_Standing_layer
$declaresequence NamVet_AimMatrix_Sniper_Standing_arms
$declaresequence Idle_Standing_Sniper
$declaresequence NamVet_AimMatrix_SniperZoomed_Standing_layer
$declaresequence NamVet_AimMatrix_SniperZoomed_Standing_arms
$declaresequence Idle_Standing_SniperZoomed
$declaresequence NamVet_AimMatrix_gasCan_Standing_layer
$declaresequence NamVet_AimMatrix_gasCan_Standing_arms
$declaresequence Idle_Standing_GasCan
$declaresequence NamVet_AimMatrix_o2_Standing_layer
$declaresequence NamVet_AimMatrix_o2_Standing_arms
$declaresequence Idle_Standing_o2
$declaresequence Idle_Crouching_Pistol
$declaresequence Idle_Crouching_Elites
$declaresequence Idle_Crouching_Rifle
$declaresequence Idle_Crouching_Shotgun
$declaresequence Idle_Crouching_PumpShotgun
$declaresequence Idle_Crouching_Grenade
$declaresequence Idle_Crouching_FirstAidKit
$declaresequence Idle_Crouching_SMG
$declaresequence Idle_Crouching_Sniper
$declaresequence Idle_Crouching_SniperZoomed
$declaresequence Idle_Crouching_GasCan
$declaresequence Idle_Crouching_o2
$declaresequence NamVet_AimMatrix_Pistol_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_Pistol_Standing_Calm_arms
$declaresequence Idle_Calm_Pistol
$declaresequence NamVet_AimMatrix_Elites_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_Elites_Standing_Calm_arms
$declaresequence Idle_Calm_Elites
$declaresequence NamVet_AimMatrix_SMG_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_SMG_Standing_Calm_arms
$declaresequence Idle_Calm_SMG
$declaresequence NamVet_AimMatrix_Rifle_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_Rifle_Standing_Calm_arms
$declaresequence Idle_Calm_Rifle
$declaresequence NamVet_AimMatrix_Shotgun_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_Shotgun_Standing_Calm_arms
$declaresequence Idle_Calm_Shotgun
$declaresequence NamVet_AimMatrix_Sniper_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_Sniper_Standing_Calm_arms
$declaresequence Idle_Calm_Sniper
$declaresequence NamVet_AimMatrix_PumpShotgun_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_PumpShotgun_Standing_Calm_arms
$declaresequence Idle_Calm_PumpShotgun
$declaresequence NamVet_AimMatrix_gasCan_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_gasCan_Standing_Calm_arms
$declaresequence Idle_Calm_GasCan
$declaresequence NamVet_AimMatrix_O2_Standing_Calm_layer
$declaresequence NamVet_AimMatrix_O2_Standing_Calm_arms
$declaresequence Idle_Calm_O2
$declaresequence NamVet_AimMatrix_Pistol_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_Pistol_Injured_Standing_arms
$declaresequence Idle_Injured_Pistol
$declaresequence NamVet_AimMatrix_Elites_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_Elites_Injured_Standing_arms
$declaresequence Idle_Injured_Elites
$declaresequence NamVet_AimMatrix_Rifle_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_Rifle_Injured_Standing_arms
$declaresequence Idle_Injured_Rifle
$declaresequence NamVet_AimMatrix_Grenade_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_Grenade_Injured_Standing_arms
$declaresequence Idle_Injured_Grenade
$declaresequence NamVet_AimMatrix_FirstAidKit_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_FirstAidKit_Injured_Standing_arms
$declaresequence Idle_Injured_FirstAidKit
$declaresequence NamVet_AimMatrix_SMG_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_SMG_Injured_Standing_arms
$declaresequence Idle_Injured_SMG
$declaresequence NamVet_AimMatrix_PumpShotgun_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_PumpShotgun_Injured_Standing_arms
$declaresequence Idle_Injured_PumpShotgun
$declaresequence NamVet_AimMatrix_Sniper_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_Sniper_Injured_Standing_arms
$declaresequence Idle_Injured_Sniper
$declaresequence NamVet_AimMatrix_SniperZoomed_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_SniperZoomed_Injured_Standing_arms
$declaresequence Idle_Injured_SniperZoomed
$declaresequence NamVet_AimMatrix_gasCan_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_gasCan_Injured_Standing_arms
$declaresequence Idle_Injured_GasCan
$declaresequence NamVet_AimMatrix_o2_Injured_Standing_layer
$declaresequence NamVet_AimMatrix_o2_Injured_Standing_arms
$declaresequence Idle_Injured_O2
$declaresequence Turn
$declaresequence Turn_02
$declaresequence WalkN_Pistol_layer
$declaresequence WalkN_Pistol_arms
$declaresequence Walk_Pistol
$declaresequence WalkN_Elites_layer
$declaresequence WalkN_Elites_arms
$declaresequence Walk_Elites
$declaresequence WalkN_Shotgun_layer
$declaresequence WalkN_Shotgun_arms
$declaresequence Walk_Shotgun
$declaresequence WalkN_Grenade_layer
$declaresequence WalkN_Grenade_arms
$declaresequence Walk_Grenade
$declaresequence WalkN_FirstAidKit_layer
$declaresequence WalkN_FirstAidKit_arms
$declaresequence Walk_FirstAidKit
$declaresequence WalkN_SMG_layer
$declaresequence WalkN_SMG_arms
$declaresequence Walk_SMG
$declaresequence WalkN_Sniper_layer
$declaresequence WalkN_Sniper_arms
$declaresequence Walk_Sniper
$declaresequence WalkN_PumpShotgun_layer
$declaresequence WalkN_PumpShotgun_arms
$declaresequence Walk_PumpShotgun
$declaresequence WalkN_GasCan_layer
$declaresequence WalkN_GasCan_arms
$declaresequence Walk_GasCan
$declaresequence WalkN_O2_layer
$declaresequence WalkN_O2_arms
$declaresequence Walk_O2
$declaresequence CrouchWalkN_Pistol_layer
$declaresequence CrouchWalkN_Pistol_arms
$declaresequence CrouchWalk_Pistol
$declaresequence CrouchWalkN_Elites_layer
$declaresequence CrouchWalkN_Elites_arms
$declaresequence CrouchWalk_Elites
$declaresequence CrouchWalkN_Shotgun_layer
$declaresequence CrouchWalkN_Shotgun_arms
$declaresequence CrouchWalk_Shotgun
$declaresequence CrouchWalkN_Grenade_layer
$declaresequence CrouchWalkN_Grenade_arms
$declaresequence CrouchWalk_Grenade
$declaresequence CrouchWalkN_FirstAidKit_layer
$declaresequence CrouchWalkN_FirstAidKit_arms
$declaresequence CrouchWalk_FirstAidKit
$declaresequence CrouchWalkN_SMG_layer
$declaresequence CrouchWalkN_SMG_arms
$declaresequence CrouchWalk_SMG
$declaresequence CrouchWalkN_Sniper_layer
$declaresequence CrouchWalkN_Sniper_arms
$declaresequence CrouchWalk_Sniper
$declaresequence CrouchWalkN_PumpShotgun_layer
$declaresequence CrouchWalkN_PumpShotgun_arms
$declaresequence CrouchWalk_PumpShotgun
$declaresequence CrouchWalkN_GasCan_layer
$declaresequence CrouchWalkN_GasCan_arms
$declaresequence CrouchWalk_GasCan
$declaresequence CrouchWalkN_O2_layer
$declaresequence CrouchWalkN_O2_arms
$declaresequence CrouchWalk_O2
$declaresequence RunN_Pistol_layer
$declaresequence RunN_Pistol_arms
$declaresequence Run_Pistol
$declaresequence RunN_Elites_layer
$declaresequence RunN_Elites_arms
$declaresequence Run_Elites
$declaresequence RunN_Shotgun_layer
$declaresequence RunN_Shotgun_arms
$declaresequence Run_Shotgun
$declaresequence RunN_Grenade_layer
$declaresequence RunN_Grenade_arms
$declaresequence Run_Grenade
$declaresequence RunN_FirstAidKit_layer
$declaresequence RunN_FirstAidKit_arms
$declaresequence Run_FirstAidKit
$declaresequence RunN_SMG_layer
$declaresequence RunN_SMG_arms
$declaresequence Run_SMG
$declaresequence RunN_Sniper_layer
$declaresequence RunN_Sniper_arms
$declaresequence Run_Sniper
$declaresequence RunN_PumpShotgun_layer
$declaresequence RunN_PumpShotgun_arms
$declaresequence Run_PumpShotgun
$declaresequence RunN_GasCan_layer
$declaresequence RunN_GasCan_arms
$declaresequence Run_GasCan
$declaresequence RunN_O2_layer
$declaresequence RunN_O2_arms
$declaresequence Run_O2
$declaresequence CalmWalkN_Pistol_layer
$declaresequence CalmWalkN_Pistol_arms
$declaresequence CalmWalk_Pistol
$declaresequence CalmWalkN_Elites_layer
$declaresequence CalmWalkN_Elites_arms
$declaresequence CalmWalk_Elites
$declaresequence CalmWalkN_SMG_layer
$declaresequence CalmWalkN_SMG_arms
$declaresequence CalmWalk_SMG
$declaresequence CalmWalkN_Rifle_layer
$declaresequence CalmWalkN_Rifle_arms
$declaresequence CalmWalk_Rifle
$declaresequence CalmWalkN_Sniper_layer
$declaresequence CalmWalkN_Sniper_arms
$declaresequence CalmWalk_Sniper
$declaresequence CalmWalkN_PumpShotgun_layer
$declaresequence CalmWalkN_PumpShotgun_arms
$declaresequence CalmWalk_PumpShotgun
$declaresequence CalmRunN_Pistol_layer
$declaresequence CalmRunN_Pistol_arms
$declaresequence CalmRun_Pistol
$declaresequence CalmRunN_Elites_layer
$declaresequence CalmRunN_Elites_arms
$declaresequence CalmRun_Elites
$declaresequence CalmRunN_SMG_layer
$declaresequence CalmRunN_SMG_arms
$declaresequence CalmRun_SMG
$declaresequence CalmRunN_Rifle_layer
$declaresequence CalmRunN_Rifle_arms
$declaresequence CalmRun_Rifle
$declaresequence CalmRunN_Sniper_layer
$declaresequence CalmRunN_Sniper_arms
$declaresequence CalmRun_Sniper
$declaresequence CalmRunN_PumpShotgun_layer
$declaresequence CalmRunN_PumpShotgun_arms
$declaresequence CalmRun_PumpShotgun
$declaresequence Walk_Rifle
$declaresequence CrouchWalk_Rifle
$declaresequence Run_Rifle
$declaresequence LimpWalk_Pistol
$declaresequence LimpWalk_Elites
$declaresequence LimpWalk_Rifle
$declaresequence LimpWalk_Grenade
$declaresequence LimpWalk_FirstAidKit
$declaresequence LimpWalk_SMG
$declaresequence LimpWalk_Sniper
$declaresequence LimpWalk_PumpShotgun
$declaresequence LimpWalk_GasCan
$declaresequence LimpWalk_O2
$declaresequence LimpRun_Pistol
$declaresequence LimpRun_Elites
$declaresequence LimpRun_Rifle
$declaresequence LimpRun_Grenade
$declaresequence LimpRun_FirstAidKit
$declaresequence LimpRun_SMG
$declaresequence LimpRun_Sniper
$declaresequence LimpRun_PumpShotgun
$declaresequence LimpRun_GasCan
$declaresequence LimpRun_O2
$declaresequence Push_Pull
$declaresequence NamVet_AimMatrix_Pistol_Standing
$declaresequence NamVet_AimMatrix_Pistol_CrouchWalking
$declaresequence NamVet_AimMatrix_Pistol_Injured_Standing
$declaresequence NamVet_AimMatrix_Pistol_LimpRunning
$declaresequence NamVet_AimMatrix_Pistol_Standing_Calm
$declaresequence NamVet_AimMatrix_Pistol_Standing_Calm_Checkpoint
$declaresequence NamVet_AimMatrix_Elites_Standing
$declaresequence NamVet_AimMatrix_Elites_Injured_Standing
$declaresequence NamVet_AimMatrix_Elites_Walking
$declaresequence NamVet_AimMatrix_Elites_Running
$declaresequence NamVet_AimMatrix_Elites_CrouchWalking
$declaresequence NamVet_AimMatrix_Elites_LimpWalking
$declaresequence NamVet_AimMatrix_Elites_LimpRunning
$declaresequence NamVet_AimMatrix_Rifle_LimpRunning
$declaresequence NamVet_AimMatrix_Shotgun_Standing
$declaresequence NamVet_AimMatrix_Shotgun_CrouchWalking
$declaresequence NamVet_AimMatrix_Grenade_Standing
$declaresequence NamVet_AimMatrix_Grenade_Crouching
$declaresequence NamVet_AimMatrix_Grenade_CrouchWalking
$declaresequence NamVet_AimMatrix_Shoot_Grenade_Standing_Ready
$declaresequence NamVet_AimMatrix_Shoot_Grenade_Standing
$declaresequence NamVet_AimMatrix_Shoot_Grenade_Running
$declaresequence NamVet_AimMatrix_SMG_Standing_Calm
$declaresequence NamVet_AimMatrix_SMG_Standing
$declaresequence NamVet_AimMatrix_SMG_Crouching
$declaresequence NamVet_AimMatrix_SMG_Walking
$declaresequence NamVet_AimMatrix_SMG_CrouchWalking
$declaresequence NamVet_AimMatrix_Sniper_Standing
$declaresequence NamVet_AimMatrix_SniperZoomed_Injured_Standing
$declaresequence NamVet_AimMatrix_SniperZoomed_Standing
$declaresequence NamVet_AimMatrix_Sniper_Crouching
$declaresequence NamVet_AimMatrix_SniperZoomed_Crouching
$declaresequence NamVet_AimMatrix_PumpShotgun_Standing
$declaresequence NamVet_AimMatrix_PumpShotgun_Walking
$declaresequence NamVet_AimMatrix_PumpShotgun_Running
$declaresequence NamVet_AimMatrix_PumpShotgun_CrouchWalking
$declaresequence NamVet_AimMatrix_PumpShotgun_LimpRunning
$declaresequence NamVet_AimMatrix_Pickup_Rifle_Standing
$declaresequence NamVet_AimMatrix_Melee_Sweep_Rifle_Standing
$declaresequence NamVet_AimMatrix_Melee_Shove_Rifle_Standing
$declaresequence NamVet_AimMatrix_Melee_Straight_Rifle_Standing
$declaresequence NamVet_AimMatrix_Melee_Sweep_Rifle_Running
$declaresequence NamVet_AimMatrix_Melee_Sweep_Rifle_Running_03
$declaresequence NamVet_AimMatrix_gasCan_Standing
$declaresequence NamVet_AimMatrix_gasCan_Crouching
$declaresequence NamVet_AimMatrix_gasCan_Injured_Standing
$declaresequence NamVet_AimMatrix_o2_Standing
$declaresequence NamVet_AimMatrix_o2_Crouching
$declaresequence NamVet_AimMatrix_o2_Injured_Standing
$declaresequence NamVet_AimMatrix_Pistol_Crouching
$declaresequence NamVet_AimMatrix_Rifle_Crouching
$declaresequence NamVet_AimMatrix_Elites_Crouching
$declaresequence NamVet_AimMatrix_Shotgun_Crouching
$declaresequence NamVet_AimMatrix_PumpShotgun_Crouching
$declaresequence NamVet_AimMatrix_Pistol_Incap
$declaresequence NamVet_AimMatrix_Elites_Incap
$declaresequence NamVet_AimMatrix_Ladder_Climb
$declaresequence DummyAim
$declaresequence NamVet_BodyLeans
$declaresequence NamVet_AimMatrix_MiniGun
$declaresequence Idle_Standing_Minigun
$declaresequence Shoot_Standing_Minigun
$declaresequence Shoot_Standing_PISTOL
$declaresequence Shoot_Standing_ELITES_R
$declaresequence Shoot_Standing_ELITES_L
$declaresequence Shoot_Standing_RIFLE
$declaresequence Shoot_Standing_XM1014
$declaresequence Shoot_Standing_SMG
$declaresequence Shoot_Standing_M3S90
$declaresequence Shoot_Standing_PumpShotgun
$declaresequence Gren_Running_Subtract
$declaresequence Gren_Prep_Delta
$declaresequence Gren_Throw_Delta
$declaresequence Gren_Pull_Back_Delta
$declaresequence Gren_Pull_Back_layer
$declaresequence Shoot_Standing_Grenade1
$declaresequence Shoot_Standing_Grenade2
$declaresequence Shoot_Running_Grenade1
$declaresequence Shoot_Running_Grenade2
$declaresequence gasCan_Running_Subtract
$declaresequence gasCan_Prep_Delta
$declaresequence gasCan_Throw_Delta
$declaresequence gascan_pull_back_delta
$declaresequence gasCan_pull_back_layer
$declaresequence shoot_standing_gascan1
$declaresequence shoot_standing_gascan2
$declaresequence shoot_running_gascan1
$declaresequence shoot_running_gascan2
$declaresequence idle_gasCan_ready
$declaresequence o2_Running_Subtract
$declaresequence o2_Prep_Delta
$declaresequence o2_Throw_Delta
$declaresequence o2_pull_back_delta
$declaresequence o2_pull_back_layer
$declaresequence shoot_standing_o21
$declaresequence shoot_standing_o22
$declaresequence shoot_running_o21
$declaresequence shoot_running_o22
$declaresequence idle_o2_ready
$declaresequence NamVet_Shoot_Grenade_Standing_layer
$declaresequence NamVet_Shoot_Grenade_Standing_arms
$declaresequence Idle_Standing_Grenade_Ready
$declaresequence Idle_Crouching_Grenade_Ready
$declaresequence Idle_Injured_Grenade_Ready
$declaresequence Walk_Grenade_Ready
$declaresequence CrouchWalk_Grenade_Ready
$declaresequence Run_Grenade_Ready
$declaresequence LimpWalk_Grenade_Ready
$declaresequence LimpRun_Grenade_Ready
$declaresequence Walk_GasCan_Ready
$declaresequence CrouchWalk_GasCan_Ready
$declaresequence run_GasCan_Ready
$declaresequence Walk_O2_Ready
$declaresequence CrouchWalk_O2_Ready
$declaresequence run_O2_Ready
$declaresequence Melee_Sweep_Standing_Rifle_layer
$declaresequence Melee_Sweep_Standing_Rifle
$declaresequence Melee_Sweep_Running_Rifle_subtract
$declaresequence Melee_Sweep_Running_Rifle_Delta
$declaresequence Melee_Sweep_Running_Rifle_layer
$declaresequence Melee_Sweep_Running_Rifle
$declaresequence Melee_Shove_Standing_Rifle_layer
$declaresequence Melee_Shove_Standing_Rifle
$declaresequence Melee_Shove_Running_Rifle_subtract
$declaresequence Melee_Shove_Running_Rifle_Delta
$declaresequence Melee_Shove_Running_Rifle_layer
$declaresequence Melee_Shove_Running_Rifle
$declaresequence Melee_Straight_Standing_Rifle_layer
$declaresequence Melee_Straight_Standing_Rifle
$declaresequence Melee_Straight_Running_Rifle_subtract
$declaresequence Melee_Straight_Running_Rifle_Delta
$declaresequence Melee_Straight_Running_Rifle_layer
$declaresequence Melee_Straight_Running_Rifle
$declaresequence melee_sweep_gascan
$declaresequence melee_sweep_o2
$declaresequence Melee_Stomp_Standing_Rifle
$declaresequence Melee_Stomp_Walking_Rifle
$declaresequence Melee_Sweep_Standing_Rifle_02_layer
$declaresequence Melee_Sweep_Standing_Rifle_02
$declaresequence Melee_Sweep_Running_Rifle_02_subtract
$declaresequence Melee_Sweep_Running_Rifle_02_Delta
$declaresequence Melee_Sweep_Running_Rifle_02_layer
$declaresequence Melee_Sweep_Running_Rifle_02
$declaresequence Melee_Sweep_Standing_Rifle_03_layer
$declaresequence Melee_Sweep_Standing_Rifle_03
$declaresequence Melee_Sweep_Running_Rifle_03_subtract
$declaresequence Melee_Sweep_Running_Rifle_03_Delta
$declaresequence Melee_Sweep_Running_Rifle_03_layer
$declaresequence Melee_Sweep_Running_Rifle_03
$declaresequence Reload_Standing_Sniper_layer
$declaresequence Reload_Standing_Sniper
$declaresequence Reload_Standing_SMG_layer
$declaresequence Reload_Standing_SMG
$declaresequence Reload_Standing_Pistol_layer
$declaresequence Reload_Standing_Pistol
$declaresequence Reload_Standing_Rifle_layer
$declaresequence Reload_Standing_Rifle
$declaresequence Reload_Standing_Elites_layer
$declaresequence Reload_Standing_Elites
$declaresequence ShotgunReloadAim
$declaresequence PumpShotgunReloadAim
$declaresequence Reload_Standing_Shotgun_start
$declaresequence Reload_Standing_Shotgun_loop1
$declaresequence Reload_Standing_Shotgun_loop2
$declaresequence Reload_Standing_Shotgun_loop3
$declaresequence Reload_Standing_Shotgun_end
$declaresequence Reload_Standing_PumpShotgun_start
$declaresequence Reload_Standing_PumpShotgun_loop1
$declaresequence Reload_Standing_PumpShotgun_loop2
$declaresequence Reload_Standing_PumpShotgun_loop3
$declaresequence Reload_Standing_PumpShotgun_end
$declaresequence Fidget_Scratch_Face_Delta
$declaresequence Fidget_Scratch_Face_layer
$declaresequence Fidget_Scratch_Face
$declaresequence Fidget_Scratch_Nose_Delta
$declaresequence Fidget_Scratch_Nose_layer
$declaresequence Fidget_Scratch_Nose
$declaresequence Fidget_Scratch_Head_Delta
$declaresequence Fidget_Scratch_Head_layer
$declaresequence Fidget_Scratch_Head
$declaresequence Fidget_Wipe_Face_Delta
$declaresequence Fidget_Wipe_Face_layer
$declaresequence Fidget_Wipe_Face
$declaresequence Fidget_Wipe_Hand_Delta
$declaresequence Fidget_Wipe_Hand_layer
$declaresequence Fidget_Wipe_Hand
$declaresequence Fidget_Stretch_Neck
$declaresequence Fidget_Stretch_Back
$declaresequence Pickup_Standing_M4_subtract
$declaresequence Pickup_Standing_M4_delta
$declaresequence Pickup_Standing_M4_layer
$declaresequence Pickup_Standing_M4
$declaresequence Unholster_Standing_Pistol_layer
$declaresequence Unholster_Standing_Pistol
$declaresequence Unholster_Standing_Elites_layer
$declaresequence Unholster_Standing_Elites
$declaresequence Unholster_Standing_Rifle_layer
$declaresequence Unholster_Standing_Rifle
$declaresequence Unholster_Standing_Shotgun_layer
$declaresequence Unholster_Standing_Shotgun
$declaresequence Unholster_Standing_Gren_layer
$declaresequence Unholster_Standing_Gren
$declaresequence Idle_Rescue_01c
$declaresequence Heal_Self_Crouching
$declaresequence Heal_Self_Crouching_01
$declaresequence Heal_Incap_Standing
$declaresequence Heal_Incap_Standing_02
$declaresequence Heal_Incap_Standing_03
$declaresequence Heal_Incap_Crouching
$declaresequence Heal_Incap_Above_Standing
$declaresequence Heal_Incap_Above_Crouching
$declaresequence Heal_Friend_Standing
$declaresequence Heal_Friend_Crouching
$declaresequence Pills_Swallow_layer
$declaresequence Pills_Swallow
$declaresequence Jump_Rifle_01
$declaresequence Jump_Rifle_02
$declaresequence Jump_Shotgun_01
$declaresequence Jump_Shotgun_02
$declaresequence jump_gas_layer
$declaresequence jump_gas_gesture
$declaresequence jump_gas_gesture_aim
$declaresequence Jump_GasCan_01
$declaresequence Jump_GasCan_02
$declaresequence jump_o2_layer
$declaresequence jump_o2_gesture
$declaresequence jump_o2_gesture_aim
$declaresequence Jump_o2_01
$declaresequence Jump_o2_02
$declaresequence Jump_Smg_01
$declaresequence Jump_Smg_02
$declaresequence Jump_Pistol_01
$declaresequence Jump_Pistol_02
$declaresequence Jump_DualPistols_01
$declaresequence Jump_DualPistols_02
$declaresequence Jump_Item_01
$declaresequence Jump_Item_02
$declaresequence Jump_Land_gesture
$declaresequence Fall
$declaresequence Land_Injured
$declaresequence Ladder_Idlenoise
$declaresequence Ladder_Ascend
$declaresequence Ladder_Descend
$declaresequence Pulled_Running_Rifle
$declaresequence IncapIdlenoise
$declaresequence Death
$declaresequence Idle_Incap
$declaresequence Idle_Incap_Pistol
$declaresequence Idle_Incap_Elites
$declaresequence GetUpFrom_Incap
$declaresequence GetUpFrom_Incap_04
$declaresequence GetUpFrom_Incap_05
$declaresequence GetUpFrom_Incap_Crouching_01
$declaresequence Collapse_to_Incap_Pounced
$declaresequence Idle_Incap_Pounced
$declaresequence GetUpFrom_Pounced
$declaresequence Collapse_to_Incap_Tongue_germany
$declaresequence Idle_Incap_Hanging_SmokerChoke_germany
$declaresequence Idle_Fall_From_Tongue_germany
$declaresequence Idle_Incap_Standing_SmokerChoke_germany
$declaresequence Idle_Tongued_choking_ground
$declaresequence Idle_Tongued_Dragging_Ground
$declaresequence GetUpFrom_TankRock
$declaresequence Hit_by_TankPunch
$declaresequence Idle_Fall_From_TankPunch
$declaresequence GetUpFrom_TankPunch
$declaresequence incap_crawl
$declaresequence incap_drag_front
$declaresequence incap_drag_back
$declaresequence incap_drag_left
$declaresequence incap_drag_right
$declaresequence drag
$declaresequence Idle_Incap_Hanging1
$declaresequence Idle_Incap_Hanging2
$declaresequence Idle_Incap_Hanging3
$declaresequence Collapse_to_Hanging
$declaresequence GetUpFrom_Ledge
$declaresequence GetUpFrom_Ledge_Crouching
$declaresequence Idle_Falling
$declaresequence Death_10ab
$declaresequence deathpose_front
$declaresequence deathpose_back
$declaresequence deathpose_right
$declaresequence deathpose_left
$declaresequence Flinch_01
$declaresequence Flinch_02
$declaresequence Flinch_03
$declaresequence Flinch_Ledge_01
$declaresequence Flinch_Ledge_02
$declaresequence Flinch_Ledge_03
$declaresequence CalmIdlenoiseRealtime
$declaresequence Idle_Standing_fry_pan
$declaresequence coach_AimMatrix_Sniper_Military_Standing_layer
$declaresequence coach_AimMatrix_Sniper_Military_Standing_arms
$declaresequence Idle_Standing_Sniper_military
$declaresequence coach_AimMatrix_Sniper_militaryZoomed_Standing_layer
$declaresequence coach_AimMatrix_Sniper_militaryZoomed_Standing_arms
$declaresequence Idle_Standing_Sniper_militaryZoomed
$declaresequence Idle_Crouching_Frying_Pan
$declaresequence Idle_Crouching_Sniper_Military
$declaresequence Idle_Crouching_Sniper_MilitaryZoomed
$declaresequence Idle_Calm_Frying_Pan
$declaresequence Coach_AimMatrix_Sniper_Military_Standing_Calm_layer
$declaresequence Coach_AimMatrix_Sniper_Military_Standing_Calm_arms
$declaresequence Idle_Calm_Sniper_Military
$declaresequence Coach_AimMatrix_Sniper_Military_Injured_Standing_layer
$declaresequence Coach_AimMatrix_Sniper_Military_Injured_Standing_arms
$declaresequence Idle_Injured_Sniper_Military
$declaresequence Coach_AimMatrix_Sniper_MilitaryZoomed_Injured_Standing_layer
$declaresequence Coach_AimMatrix_Sniper_MilitaryZoomed_Injured_Standing_arms
$declaresequence Idle_Injured_Sniper_MilitaryZoomed
$declaresequence idle_standing_bat
$declaresequence Idle_Crouching_bat
$declaresequence Idle_Calm_bat
$declaresequence idle_injured_bat
$declaresequence CrouchWalkN_bat_layer
$declaresequence CrouchWalkN_bat_arms
$declaresequence CrouchWalk_bat
$declaresequence WalkN_bat_layer
$declaresequence WalkN_bat_arms
$declaresequence Walk_bat
$declaresequence RunN_bat_layer
$declaresequence RunN_bat_arms
$declaresequence Run_bat
$declaresequence LimpWalk_Bat
$declaresequence LimpRun_Bat
$declaresequence biker_AimMatrix_bat_Standing
$declaresequence biker_AimMatrix_bat_Crouching
$declaresequence biker_AimMatrix_bat_Injured_Standing
$declaresequence jump_bat_layer
$declaresequence Jump_bat_01
$declaresequence idle_axe_anim_mdl
$declaresequence Idle_Standing_axe
$declaresequence Idle_Crouching_axe
$declaresequence Idle_Calm_Axe
$declaresequence idle_injured_axe
$declaresequence CrouchWalkN_axe_layer
$declaresequence CrouchWalkN_axe_arms
$declaresequence CrouchWalk_axe
$declaresequence WalkN_axe_layer
$declaresequence WalkN_axe_arms
$declaresequence Walk_axe
$declaresequence RunN_Axe_layer
$declaresequence RunN_Axe_arms
$declaresequence Run_Axe
$declaresequence LimpWalk_Axe
$declaresequence LimpRun_Axe
$declaresequence biker_AimMatrix_axe_Standing
$declaresequence biker_AimMatrix_axe_Crouching
$declaresequence biker_AimMatrix_axe_Injured_Standing
$declaresequence jump_axe_layer
$declaresequence Jump_axe_01
$declaresequence Idle_Injured_Frying_Pan
$declaresequence CrouchWalkN_Frying_Pan_layer
$declaresequence CrouchWalkN_Frying_Pan_arms
$declaresequence CrouchWalk_Frying_Pan
$declaresequence CrouchWalkN_Sniper_Military_layer
$declaresequence CrouchWalkN_Sniper_Military_arms
$declaresequence CrouchWalk_Sniper_Military
$declaresequence WalkN_Sniper_Military_layer
$declaresequence WalkN_Sniper_Military_arms
$declaresequence Walk_Sniper_Military
$declaresequence WalkN_Frying_Pan_layer
$declaresequence WalkN_Frying_Pan_arms
$declaresequence Walk_Frying_Pan
$declaresequence RunN_Sniper_Military_layer
$declaresequence RunN_Sniper_Military_arms
$declaresequence Run_Sniper_Military
$declaresequence RunN_Frying_Pan_layer
$declaresequence RunN_Frying_Pan_arms
$declaresequence Run_Frying_Pan
$declaresequence CalmWalkN_Sniper_Military_layer
$declaresequence CalmWalkN_Sniper_Military_arms
$declaresequence CalmWalk_Sniper_Military
$declaresequence CalmRunN_Sniper_Military_layer
$declaresequence CalmRunN_Sniper_Military_arms
$declaresequence CalmRun_Sniper_Military
$declaresequence LimpWalk_Sniper_Military
$declaresequence LimpRun_Sniper_military
$declaresequence LimpWalk_Frying_Pan
$declaresequence LimpRun_Frying_Pan
$declaresequence coach_AimMatrix_Frying_Pan_Standing
$declaresequence coach_AimMatrix_Frying_Pan_Crouching
$declaresequence coach_AimMatrix_Frying_Pan_Injured_Standing
$declaresequence coach_AimMatrix_Sniper_Military_Standing
$declaresequence coach_AimMatrix_Sniper_MilitaryZoomed_Standing
$declaresequence coach_AimMatrix_Sniper_Military_Standing_Calm
$declaresequence coach_AimMatrix_Sniper_MilitaryZoomed_Injured_Standing
$declaresequence coach_AimMatrix_Sniper_Military_Injured_Standing
$declaresequence coach_AimMatrix_Sniper_Military_Crouching
$declaresequence coach_AimMatrix_Sniper_MilitaryZoomed_Crouching
$declaresequence coach_AimMatrix_Melee_Shove_Rifle_Standing
$declaresequence gambler_aimmatrix_fryingpan_injured_standing
$declaresequence NamVet_AimMatrix_M2HT_Standing
$declaresequence NamVet_AimMatrix_Frying_Pan_Standing_Calm
$declaresequence pour_gascan
$declaresequence Reload_Standing_grenade_launcher_layer
$declaresequence Reload_Standing_grendade_launcher
$declaresequence jump_Frying_Pan_layer
$declaresequence Jump_Frying_Pan_01
$declaresequence c4m1_intro_coach
$declaresequence c2m1_intro_coach
$declaresequence c5m1_intro_coach
$declaresequence c1m1_intro_coach
$declaresequence dlc1_intro_male_idle
$declaresequence dlc1_intro_male_leanup
$declaresequence dlc1_intro_male_leanleft
$declaresequence dlc1_intro_male_headnod
$declaresequence dlc1_intro_male_handflipR
$declaresequence dlc1_finaleintro_francis_idle
$declaresequence dlc1_finaleintro_francis_weight_shift_hold
$declaresequence dlc1_finaleintro_francis_idle_looking
$declaresequence dlc1_finaleintro_francis_idle_extra_noise
$declaresequence dlc1_finaleintro_francis_idle_extra_noise_02
$declaresequence dlc1_finaleintro_francis_gesture01
$declaresequence dlc1_finaleintro_francis_gesture02
$declaresequence dlc1_finaleintro_francis_gesture03
$declaresequence dlc1_finaleintro_francis_gesture04
$declaresequence dlc1_finaleintro_francis_gesture05
$declaresequence dlc1_finaleintro_francis_gesture06
$declaresequence dlc1_finaleintro_francis_gesture07
$declaresequence dlc1_finaleintro_francis_looklouis
$declaresequence dlc1_finaleintro_francis_looklouis_slow
$declaresequence dlc1_finaleintro_francis_looklouis2
$declaresequence dlc1_finaleintro_francis_looklouis2_slow
$declaresequence dlc1_finaleintro_francis_lookzoey
$declaresequence dlc1_finaleintro_francis_lookzoey_slow
$declaresequence dlc1_finaleintro_francis_lookzoey2
$declaresequence dlc1_finaleintro_francis_lookzoey2_slow
$declaresequence dlc1_finaleintro_francis_hello_rochelle
$declaresequence dlc1_finaleintro_francis_I_am_a_cop
$declaresequence dlc1_finaleintro_francis_ten_four
$declaresequence dlc1_finaleintro_francis_Yesnod
$declaresequence dlc1_finaleintro_francis_Ehhhhharmsout
$declaresequence dlc1_finaleintro_francis_16_beenthinkin
$declaresequence dlc1_finaleintro_francis_16_lookbrother
$declaresequence dlc1_finaleintro_francis_NiceRideWav
$declaresequence dlc1_finaleintro_francis_HowSheHandleWav
$declaresequence dlc1_finaleintro_francis_BikeManWav
$declaresequence dlc1_finaleintro_francis_GoodLuckWithTahtWav
$declaresequence dlc1_finaleintro_francis_headshake
$declaresequence dlc1_finaleintro_francis_you_hate_stuff_too
$declaresequence dlc1_finaleintro_francis_headnod
$declaresequence dlc1_finaleintro_francis_small_take
$declaresequence dlc1_finaleintro_francis_you_like_vests
$declaresequence dlc1_finaleintro_francis_even_smaller_take
$declaresequence dlc1_finaleintro_francis_hello_rochelle_alt
$declaresequence dlc1_finaleintro_francis_you_hate_stuff_too_slower
$declaresequence dlc1_finaleintro_francis_gesture09
$declaresequence dlc1_finaleintro_francis_all_yer_crying
$declaresequence dlc1_finaleintro_francis_head_shake_at_louis
$declaresequence dlc1_finaleintro_francis_hey_all_right
$declaresequence dlc1_finaleintro_francis_Yesnod2
$declaresequence dlc1_finaleintro_francis_TacoDogX2Wav
$declaresequence dlc1_finaleintro_francis_Lean
$declaresequence dlc1_finaleintro_francis_salute
$declaresequence dlc1_finaleintro_louis_idle
$declaresequence dlc1_finaleintro_louis_wave
$declaresequence dlc1_finaleintro_louis_lookfrancis
$declaresequence dlc1_finaleintro_louis_nod
$declaresequence dlc1_finaleintro_louis_lookfrancis2
$declaresequence dlc1_finaleintro_louis_lookzoey2
$declaresequence dlc1_finaleintro_louis_wavesmall
$declaresequence dlc1_finaleintro_louis_headshakeno2
$declaresequence dlc1_finaleintro_louis_headshakeno
$declaresequence dlc1_finaleintro_louis_Lookoff
$declaresequence dlc1_finaleintro_louis_giggle
$declaresequence dlc1_finaleintro_louis_arm_gesture
$declaresequence dlc1_finaleintro_louis_speech01
$declaresequence dlc1_finaleintro_louis_headnod
$declaresequence dlc1_finaleintro_louis_headshake
$declaresequence dlc1_finaleintro_louis_lookfrancis_long
$declaresequence dlc1_finaleintro_louis_GotoGeneratorWav
$declaresequence dlc1_finaleintro_louis_HeyYouMadeItWav
$declaresequence dlc1_finaleintro_louis_you_made_it
$declaresequence dlc1_finaleintro_louis_where_you_heading
$declaresequence dlc1_finaleintro_louis_nah_better_not
$declaresequence dlc1_finaleintro_louis_take_care_of_the_rest
$declaresequence dlc1_outro_francis
$declaresequence dlc1_outro_louis
$declaresequence Idle_Fall_From_charger
$declaresequence Charger_pounded
$declaresequence Charger_pounded_down
$declaresequence Charger_pounded_north
$declaresequence Charger_pounded_up
$declaresequence Charger_pounded_incap
$declaresequence GetUpFrom_Charger
$declaresequence IncapFrom_Charger
$declaresequence Hit_by_Charger
$declaresequence Charger_Carried
$declaresequence Charger_Slammed_Wall
$declaresequence Charger_Slammed_Ground
$declaresequence survivor_ridden_upper
$declaresequence survivor_ridden_lower_walk
$declaresequence coach_adrenaline_use
$declaresequence Defibrillate_Incap_Standing
$declaresequence Defibrillate_Incap_Crouching
$declaresequence Die_Standing
$declaresequence Die_Incap
$declaresequence Defib_Revive
$declaresequence Defib_jolt
$declaresequence coach_AimMatrix_chainsaw_Standing_layer
$declaresequence coach_AimMatrix_chainsaw_Standing_arms
$declaresequence Idle_Standing_chainsaw
$declaresequence Idle_Crouching_chainsaw
$declaresequence coach_AimMatrix_chainsaw_Standing_Calm_layer
$declaresequence coach_AimMatrix_chainsaw_Standing_Calm_arms
$declaresequence Idle_Calm_chainsaw
$declaresequence coach_AimMatrix_chainsaw_Injured_Standing_layer
$declaresequence coach_AimMatrix_chainsaw_Injured_Standing_arms
$declaresequence Idle_Injured_chainsaw
$declaresequence CrouchWalkN_chainsaw_layer
$declaresequence CrouchWalkN_chainsaw_arms
$declaresequence CrouchWalk_chainsaw
$declaresequence WalkN_chainsaw_layer
$declaresequence WalkN_chainsaw_arms
$declaresequence Walk_chainsaw
$declaresequence RunN_chainsaw_layer
$declaresequence RunN_chainsaw_arms
$declaresequence Run_chainsaw
$declaresequence LimpWalk_CHAINSAW
$declaresequence LimpRun_chainsaw
$declaresequence coach_AimMatrix_chainsaw_Standing
$declaresequence coach_AimMatrix_chainsaw_Crouching
$declaresequence coach_AimMatrix_chainsaw_Injured_Standing
$declaresequence Idle_Attack_Chainsaw
$declaresequence jump_chainsaw_layer
$declaresequence Jump_chainsaw_01
$declaresequence chainsaw_startup
$declaresequence chainsaw_rev
$declaresequence chainsaw_attack
$declaresequence Idle_Standing_guitar
$declaresequence Idle_Crouching_guitar
$declaresequence Idle_Calm_Guitar
$declaresequence idle_injured_guitar
$declaresequence WalkN_guitar_layer
$declaresequence WalkN_guitar_arms
$declaresequence Walk_guitar
$declaresequence CrouchWalkN_guitar_layer
$declaresequence CrouchWalkN_guitar_arms
$declaresequence CrouchWalk_guitar
$declaresequence RunN_GUITAR_layer
$declaresequence RunN_GUITAR_arms
$declaresequence Run_GUITAR
$declaresequence LimpWalk_GUITAR
$declaresequence LimpRun_GUITAR
$declaresequence coach_AimMatrix_GUITAR_Standing
$declaresequence coach_AimMatrix_GUITAR_Crouching
$declaresequence coach_AimMatrix_GUITAR_Injured_Standing
$declaresequence jump_GUITAR_layer
$declaresequence Jump_GUITAR_01
$declaresequence idle_standing_gnome
$declaresequence idle_crouching_gnome
$declaresequence idle_calm_gnome
$declaresequence Idle_Injured_gnome
$declaresequence CrouchWalkN_gnome_layer
$declaresequence CrouchWalkN_gnome_arms
$declaresequence CrouchWalk_gnome
$declaresequence WalkN_gnome_layer
$declaresequence WalkN_gnome_arms
$declaresequence Walk_gnome
$declaresequence RunN_gnome_layer
$declaresequence RunN_gnome_arms
$declaresequence Run_gnome
$declaresequence CalmWalkN_gnome_layer
$declaresequence CalmWalkN_gnome_arms
$declaresequence CalmWalk_gnome
$declaresequence CalmRunN_gnome_layer
$declaresequence CalmRunN_gnome_arms
$declaresequence CalmRun_gnome
$declaresequence LimpWalk_gnome
$declaresequence LimpRun_gnome
$declaresequence Coach_AimMatrix_gnome_Standing
$declaresequence Coach_AimMatrix_gnome_Crouching
$declaresequence Coach_AimMatrix_gnome_Injured
$declaresequence jump_gnome_layer
$declaresequence jump_gnome_gesture
$declaresequence jump_gnome_gesture_aim
$declaresequence Jump_gnome_01
$declaresequence Jump_gnome_02
$declaresequence axe_swing_ne_w_layer
$declaresequence axe_swing_ne_w_idle
$declaresequence axe_swing_strong_layer
$declaresequence axe_swing_layer_2
$declaresequence axe_secondary_attack
$declaresequence AXE_primary_attack_reverse
$declaresequence AXE_primary_attack_reverse_idle
$declaresequence Frying_Pan_swing_N_S_layer
$declaresequence Frying_Pan_swing_N_S_idle
$declaresequence Frying_Pan_secondary_attack
$declaresequence Frying_Pan_strong_attack
$declaresequence Frying_Pan_strong_attack_idle
$declaresequence Frying_Pan_swing_NE_SW_layer
$declaresequence Frying_Pan_swing_NE_SW_idle
$declaresequence bat_swing_ne_w_layer
$declaresequence bat_swing_ne_w_idle
$declaresequence bat_swing_w2e_layer
$declaresequence bat_swing_w2e_idle
$declaresequence bat_secondary_attack
$declaresequence guitar_primary_attack_LAYER
$declaresequence guitar_primary_attack
$declaresequence guitar_primary_attack02_LAYER
$declaresequence guitar_primary_attack02
$declaresequence guitar_secondary_attack_LAYER
$declaresequence guitar_secondary_attack
$declaresequence use_ammopack
$declaresequence crouch_use_ammopack
$declaresequence melee_sweep_gnome
$declaresequence melee_sweep_chainsaw
$declaresequence use_cola
$declaresequence Coach_AimMatrix_FirstAidKit_Standing
$declaresequence melee_sweep_FirstAidKit
$declaresequence melee_sweep_cola
$declaresequence melee_sweep_defibrillator
$declaresequence melee_sweep_ammopack
$declaresequence katana_swing_e2w_layer
$declaresequence katana_swing_e2w_idle
$declaresequence katana_swing_w2e_layer
$declaresequence katana_swing_w2e_idle
$declaresequence Shoved_Backward
$declaresequence Shoved_Forward
$declaresequence Shoved_Rightward
$declaresequence Shoved_Leftward
$declaresequence Shoved_Backward_Melee
$declaresequence Shoved_Forward_Melee
$declaresequence Shoved_Rightward_Melee
$declaresequence Shoved_Leftward_Melee
$declaresequence Shoved_Backward_bat
$declaresequence Shoved_Forward_bat
$declaresequence Shoved_Rightward_bat
$declaresequence Shoved_Leftward_bat
$declaresequence Shoved_Backward_chainsaw
$declaresequence Shoved_Forward_chainsaw
$declaresequence Shoved_Rightward_chainsaw
$declaresequence Shoved_Leftward_chainsaw
$declaresequence namvet_gesture_pointLeftinDelta
$declaresequence namvet_gesture_pointLeftinFrameArms
$declaresequence namvet_gesture_pointLeftinFrameSpine
$declaresequence namvet_gesture_pointLeftCoreDelta
$declaresequence namvet_gesture_pointLeftOutFrameArms
$declaresequence namvet_gesture_pointLeftOutFrameSpine
$declaresequence namvet_gesture_pointLeftoutDelta
$declaresequence namvet_gesture_pointLeft
$declaresequence namvet_gesture_pointLeft_quickinDelta
$declaresequence namvet_gesture_pointLeft_quickinFrameArms
$declaresequence namvet_gesture_pointLeft_quickinFrameSpine
$declaresequence namvet_gesture_pointLeft_quickCoreDelta
$declaresequence namvet_gesture_pointLeft_quickOutFrameArms
$declaresequence namvet_gesture_pointLeft_quickOutFrameSpine
$declaresequence namvet_gesture_pointLeft_quickoutDelta
$declaresequence namvet_gesture_pointLeft_quick
$declaresequence namvet_gesture_gogoinDelta
$declaresequence namvet_gesture_gogoinFrameArms
$declaresequence namvet_gesture_gogoinFrameSpine
$declaresequence namvet_gesture_gogoCoreDelta
$declaresequence namvet_gesture_gogoOutFrameArms
$declaresequence namvet_gesture_gogoOutFrameSpine
$declaresequence namvet_gesture_gogooutDelta
$declaresequence namvet_gesture_gogo
$declaresequence namvet_gesture_waveinDelta
$declaresequence namvet_gesture_waveinFrameArms
$declaresequence namvet_gesture_waveinFrameSpine
$declaresequence namvet_gesture_waveCoreDelta
$declaresequence namvet_gesture_waveOutFrameArms
$declaresequence namvet_gesture_waveOutFrameSpine
$declaresequence namvet_gesture_waveoutDelta
$declaresequence namvet_gesture_wave
$declaresequence namVet_head_no
$declaresequence namvet_gesture_head_noddefault
$declaresequence namvet_gesture_head_nodapexDelta
$declaresequence namvet_gesture_head_nodloopDelta
$declaresequence namvet_gesture_head_nod
$declaresequence namvet_gesture_head_twistLeftdefault
$declaresequence namvet_gesture_head_twistLeftapexDelta
$declaresequence namvet_gesture_head_twistLeftloopDelta
$declaresequence namvet_gesture_head_twistLeft
$declaresequence namvet_gesture_coughinDelta
$declaresequence namvet_gesture_coughinFrameArms
$declaresequence namvet_gesture_coughinFrameSpine
$declaresequence namvet_gesture_coughCoreDelta
$declaresequence namvet_gesture_coughOutFrameArms
$declaresequence namvet_gesture_coughOutFrameSpine
$declaresequence namvet_gesture_coughoutDelta
$declaresequence namvet_gesture_cough
$declaresequence namvet_gesture_cough1inDelta
$declaresequence namvet_gesture_cough1inFrameArms
$declaresequence namvet_gesture_cough1inFrameSpine
$declaresequence namvet_gesture_cough1CoreDelta
$declaresequence namvet_gesture_cough1OutFrameArms
$declaresequence namvet_gesture_cough1OutFrameSpine
$declaresequence namvet_gesture_cough1outDelta
$declaresequence namvet_gesture_cough1
$declaresequence namvet_gesture_cough2inDelta
$declaresequence namvet_gesture_cough2inFrameArms
$declaresequence namvet_gesture_cough2inFrameSpine
$declaresequence namvet_gesture_cough2CoreDelta
$declaresequence namvet_gesture_cough2OutFrameArms
$declaresequence namvet_gesture_cough2OutFrameSpine
$declaresequence namvet_gesture_cough2outDelta
$declaresequence namvet_gesture_cough2
$declaresequence namvet_gesture_cough3inDelta
$declaresequence namvet_gesture_cough3inFrameArms
$declaresequence namvet_gesture_cough3inFrameSpine
$declaresequence namvet_gesture_cough3CoreDelta
$declaresequence namvet_gesture_cough3OutFrameArms
$declaresequence namvet_gesture_cough3OutFrameSpine
$declaresequence namvet_gesture_cough3outDelta
$declaresequence namvet_gesture_cough3
$declaresequence namvet_gesture_vomit01inDelta
$declaresequence namvet_gesture_vomit01inFrameArms
$declaresequence namvet_gesture_vomit01inFrameSpine
$declaresequence namvet_gesture_vomit01CoreDelta
$declaresequence namvet_gesture_vomit01OutFrameArms
$declaresequence namvet_gesture_vomit01OutFrameSpine
$declaresequence namvet_gesture_vomit01outDelta
$declaresequence namvet_gesture_vomit01
$declaresequence namvet_gesture_head_downdefault
$declaresequence namvet_gesture_head_downapexDelta
$declaresequence namvet_gesture_head_downloopDelta
$declaresequence namvet_gesture_head_down
$declaresequence namvet_gesture_head_yesdefault
$declaresequence namvet_gesture_head_yesapexDelta
$declaresequence namvet_gesture_head_yesloopDelta
$declaresequence namvet_gesture_head_yes
$declaresequence g_Idle_Intro_CalminDelta
$declaresequence g_Idle_Intro_CalminFrameArms
$declaresequence g_Idle_Intro_CalminFrameSpine
$declaresequence g_Idle_Intro_CalmCoreDelta
$declaresequence g_Idle_Intro_CalmOutFrameArms
$declaresequence g_Idle_Intro_CalmOutFrameSpine
$declaresequence g_Idle_Intro_CalmoutDelta
$declaresequence g_Idle_Intro_Calm
$declaresequence g_Namvet_Intro_WaveinDelta
$declaresequence g_Namvet_Intro_WaveinFrameArms
$declaresequence g_Namvet_Intro_WaveinFrameSpine
$declaresequence g_Namvet_Intro_WaveCoreDelta
$declaresequence g_Namvet_Intro_WaveOutFrameArms
$declaresequence g_Namvet_Intro_WaveOutFrameSpine
$declaresequence g_Namvet_Intro_WaveoutDelta
$declaresequence g_Namvet_Intro_Wave

// Add the Zoey $includemodel files that contain the Zoey animations.
$includemodel "survivors/anim_teenangst.mdl"
$includemodel "survivors/gestures_TeenAngst.mdl"

// Add these two Louis $includemodel files to fill in any animations that the Zoey $includemodel files don't have.
// NOTE: Louis uses same animations as Francis.
$includemodel "survivors/anim_Biker.mdl"
$includemodel "survivors/gestures_biker.mdl"

// END ANIMATION LINES
//==============================================================================



$surfaceprop "flesh"
$eyeposition -0.000 0.000 60.000
$illumposition -0.971 -0.545 32.410



$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$ikchain ikclip ValveBiped.weapon_bone_Clip knee  0.707 -0.707 0.000

Goonie
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Joined: Thu Aug 19, 2010 7:13 pm

Re: Model deformation

Postby Stormy on Wed Mar 20, 2013 8:27 am

Your rigging is off. Maybe some of the bones were rotated on import/export, it happens all the time. Fixing this kind of problem is all trial and error so strap in mate, it's going to be a long ride.
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Stormy
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Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Model deformation

Postby Goonie on Wed Mar 20, 2013 12:45 pm

I saw a while ago a tutorial that this can be fixed in Blender. I will try to find that tutorial.
Goonie
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Joined: Thu Aug 19, 2010 7:13 pm

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