#Prop with moveable parts and skinned collisions spawns with all parts unattached

1 messages · Page 1 of 1 (latest)

quaint cedar
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Hello, so basically I'm porting this prop that features several bones and parts of the collision are rigged to these bones. This prop basically becomes a ragdoll, but once I port it into Gmod all parts break each other for some odd reason. Collision also seems to be broken. Anyone have a clue of why? Can provide the .qc if needed.

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The upper mouth is a bone and all the 10 teeth's are bones as well, with their collisions skinned

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Prop with moveable parts and skinned collisions spawns with all parts unattached

upbeat quest
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Are the collision convexes skinned with the same material?

quaint cedar
# upbeat quest Idk what’s wrong but yeah, show .qc

$scale 4

$bodygroup "1"
{
    studio "ref.smd"
}


$surfaceprop "metal"

$mostlyopaque



$cdmaterials "dannio/cocodrile"


$sequence "idle" {
    "anim\idle.smd"
    fadein 0.2
    fadeout 0.2
    fps 1
}


$collisionjoints "phy.smd"
{
    $concave
    $mass 600
    $inertia 1
    $damping 0
}


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it's not a huge deal anyways since it's gonna be an entity

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and also yeah, all collision convexes have the same material

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I also tried with $definebones, $jointconstrain anmd &attatchment but they didn't worked and sometimes made it worse

upbeat quest
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Same QC

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Which compiler are you using? gmod's studiomdl.exe?

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Also on this model ive reused the same smd for both the visual and collision mesh. Try that as a debug; change both to the collision mesh.

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Do let me know because I've been wanting to see how to make disjointed ragdolls tbh. If you're interested, DM the .blend project my way 🙏

quaint cedar