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Modelling for Half-Life 2: strange issues with skelton rig in HLMV

Hello everyone! I'm pretty new here, but I just have a question on why my character model's bones are defying all laws of physics.

I'm modelling in blender 2.6, and everything looks awesome until I open my model in HLMV. In blender, I basically used the source sdk male_06 model. I did nothing to the default skeleton. All I did was add a head and tail.

In the qc file the root bone is ValveBiped.Bip01_Pelvis.

here's a screenshot of an animated pose: run.jpg

but in the idle pose, it seems perfectly fine:
idle.jpg

thank you in advance for reading this post. Hopefully I've explained enough to get some answers

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