AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Zombie Plague Mod (https://forums.alliedmods.net/forumdisplay.php?f=126)
-   -   Help / Support [TUT]Fixing a Human/Zombie's Animations (https://forums.alliedmods.net/showthread.php?t=246500)

ZPhugeFan 08-18-2014 10:47

[TUT]Fixing a Human/Zombie's Animations
 
4 Attachment(s)
If there's already such a thread, I apologize in advance. May this thread be deleted if so.
Sorry for typos and bad english.


This tutorial's purpose is to teach you how to fix your zombie player model, which otherwise may have cool and unique animations, but in-game it's in "dummy mode" most of the time.

How does this occur?

Well, counter-strike has strict player model animation order, and missing something or misplacing it in the code of the model will result in either no compiling or in-game the zombie will stay in idle or dummy animation.

How to fix it?


Simple. We put all missing animations back in the .qc file in the correct order for CS1.6 to use. Now I know that the zombie doesn't need all animations, but they still need to be included in the .qc file before compiling the model. Whichever animation we don't need simply will replace with "dummy" or "I_am_a_stupid_placeholder".

What do you need?
Jed's Half-Life Model Viewer and it's tools
Notepad or any other text editing program
No skills in modeling needed, but some basic skills with text editor.

If you don't already have Jed's Half-Life Model Viewer and it's tools installed, get them from attachments section.

For this tutorial I will use this zombie model as example: "z4_hide"(model in attachment section)
http://i1067.photobucket.com/albums/...psba67c6c1.png
It's a cool model with cool unique animations, but in game some of them aren't playing well.

Let's start!
First of open up the model viewer and go to "Tools". Now if you already had Jed installed with the tools' paths configured, you can select "Decompile model" and find the zombie you want to edit and select "Open". In my case it will be z4_hide.mdl that I'm looking for to decompile. I recommend that you copy the model you want to edit inside a folder on the desktop and then decompile, because if something goes wrong during the process, it will be easier to delete the failure and start again.

If your jed's hlmv is not configured to use the tools yet, go to Tools > Configure Tools
For the first field browse to wherever you have unziped the tools and select studiomdl.exe
For the second field browse to find mdldec.exe
Press OK when done and proceed to decompile the .mdl file of the zombie you want to edit.

Then open up the folder where you have decompiled your model. You will see a lot of files, not just the .mdl one. (Delete the .mdl file, as we will be creating a new one on its place later.)
Look for the .qc file with the name of your zombie.
Open it up with notepad (or another text editor).

Should look like this:
PHP Code:

/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

z4_hide.mdl

Original internal name:
"z4_hide.mdl"

==============================================================================
*/

$modelname "z4_hide.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "studio" "z4_hide_set"

$texrendermode "z4hide1.bmp" "masked
$texrendermode "z4hide2.bmp" "masked

// 36 hit box(es)
$hbox 3 "Bip01 Pelvis" -5.470000 -7.180000 -9.200000 8.000000 10.170000 9.210000
$hbox 3 "Bip01 Spine" 0.000000 -4.250000 -6.510000 7.160000 10.390000 6.510000
$hbox 2 "Bip01 Spine1" 0.000000 -7.720000 -11.040000 10.320000 10.690000 11.050000
$hbox 2 "Bip01 Spine2" 0.000000 -14.540000 -13.710000 12.510000 12.670000 13.720000
$hbox 2 "Bip01 Spine3" 0.000000 -15.110000 -9.880000 15.970000 11.460000 7.270000
$hbox 2 "Bip01 Neck" -5.120000 -13.520000 -7.810000 9.430000 5.370000 7.810000
$hbox 2 "Bip01 Neck1" -1.230000 -7.020000 -4.150000 5.450000 4.530000 4.220000
$hbox 2 "Bip01 Neck2" 0.000000 -5.230000 -2.940000 4.810000 2.170000 2.850000
$hbox 2 "Bip01 Neck3" -0.320000 -4.780000 -2.710000 3.840000 2.870000 2.680000
$hbox 2 "Bip01 Neck4" 0.000000 -4.890000 -2.970000 3.870000 2.910000 3.570000
$hbox 1 "Bip01 Head" 0.000000 -5.910000 -4.030000 9.410000 5.150000 3.960000
$hbox 4 "Bip01 L Clavicle" -3.090000 -8.000000 -6.000000 24.969999 6.000000 8.300000
$hbox 4 "Bip01 L UpperArm" 0.000000 -8.300000 -7.410000 27.250000 6.160000 6.000000
$hbox 4 "Bip01 L Forearm" 0.000000 -7.410000 -5.950000 28.389999 5.460000 8.920000
$hbox 4 "Bip01 L Hand" 0.000000 -2.940000 -5.550000 13.500000 3.050000 5.440000
$hbox 5 "Bip01 R Clavicle" -1.250000 -10.000000 -6.590000 24.969999 6.000000 6.000000
$hbox 5 "Bip01 R UpperArm" 0.000000 -8.290000 -9.640000 26.820000 7.220000 7.430000
$hbox 5 "Bip01 R Forearm" 0.000000 -4.510000 -12.460000 28.549999 5.940000 5.730000
$hbox 5 "Bip01 R Hand" 0.000000 -3.860000 -5.640000 13.750000 2.670000 5.330000
$hbox 6 "Bip01 L Thigh" 0.000000 -7.110000 -5.060000 22.850000 7.570000 5.120000
$hbox 6 "Bip01 L Calf" -2.330000 -3.550000 -9.780000 10.810000 4.030000 3.680000
$hbox 6 "Bip01 L HorseLink" -1.750000 -3.770000 -13.200000 13.710000 4.370000 2.250000
$hbox 6 "Bip01 L Foot" -0.160000 -3.310000 -2.610000 7.010000 4.620000 3.940000
$hbox 6 "Bip01 L Toe0" 0.000000 -0.120000 -2.410000 6.140000 2.520000 3.940000
$hbox 7 "Bip01 R Thigh" 0.000000 -7.580000 -5.590000 24.440001 6.680000 5.310000
$hbox 7 "Bip01 R Calf" -0.330000 -3.780000 -1.880000 10.490000 5.080000 4.960000
$hbox 7 "Bip01 R HorseLink" -3.500000 -4.090000 -2.030000 13.970000 2.320000 5.120000
$hbox 7 "Bip01 R Foot" 0.000000 -2.290000 -3.250000 6.900000 6.820000 3.510000
$hbox 7 "Bip01 R Toe0" 0.000000 -0.140000 -4.050000 8.000000 3.920000 4.600000
$hbox 7 "Bone22" 0.000000 -2.040000 -1.780000 7.700000 3.710000 1.940000
$hbox 7 "Bone23" 0.000000 -1.540000 -1.460000 8.390000 2.370000 2.300000
$hbox 7 "Bone24" 0.000000 -1.230000 -1.620000 5.320000 2.730000 1.650000
$hbox 7 "Bone25" 0.000000 -0.900000 -1.320000 9.470000 1.820000 3.580000
$hbox 7 "Bone26" 0.000000 -3.310000 -2.580000 10.960000 3.100000 3.320000
$hbox 7 "Bone27" 0.000000 -2.460000 -2.260000 21.469999 2.550000 3.620000
$hbox 7 "Bone28" -0.550000 -3.110000 -6.420000 9.910000 2.990000 6.900000

// 114 animation sequence(s)
$sequence "dummy_1" "dummy_1" fps 20 loop 
$sequence "idle1" "idle1" fps 12 loop ACT_IDLE 1 
$sequence "crouch_idle" "crouch_idle" fps 15 loop ACT_CROUCHIDLE 1 
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1 
$sequence "run" "run" LX fps 30 loop ACT_RUN 1 
$sequence "crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1 
$sequence "jump" "jump" fps 30 ACT_HOP 1 
$sequence "longjump" "longjump" fps 30 ACT_LEAP 1 
$sequence "swim" "swim" fps 30 loop ACT_SWIM 1 
$sequence "treadwater" "treadwater" fps 30 loop ACT_HOVER 1 
$sequence "crouch_aim_knife" "crouch_aim_knife" fps 15 loop 
$sequence "crouch_aim_knife_crouch_idle" "crouch_aim_knife_crouch_idle" fps 15 loop 
$sequence "crouch_aim_knife_crouchrun" "crouch_aim_knife_crouchrun" fps 30 loop 
$sequence "crouch_shoot_knife" "crouch_shoot_knife" fps 30 
$sequence "crouch_shoot2_knife" "crouch_shoot2_knife" fps 30 
$sequence "ref_aim_knife" "ref_aim_knife" fps 12 loop 
$sequence "ref_aim_knife_idle1" "ref_aim_knife_idle1" fps 12 loop 
$sequence "ref_aim_knife_walk" "ref_aim_knife_walk" fps 30 loop 
$sequence "ref_aim_knife_run" "ref_aim_knife_run" fps 30 loop 
$sequence "ref_aim_knife_jump" "ref_aim_knife_jump" fps 30 loop 
$sequence "ref_shoot_knife" "ref_shoot_knife" fps 30 
$sequence "ref_shoot2_knife" "ref_shoot2_knife" fps 30 
$sequence "gut_flinch" "gut_flinch" fps 30 
$sequence "gut_flinch_crouch_idle" "gut_flinch_crouch_idle" fps 30 
$sequence "gut_flinch_crouchrun" "gut_flinch_crouchrun" fps 30 
$sequence "head_flinch" "head_flinch" fps 30 
$sequence "head_flinch_crouch_idle" "head_flinch_crouch_idle" fps 30 
$sequence "head_flinch_crouchrun" "head_flinch_crouchrun" fps 30 
$sequence "hammer_flinch" "hammer_flinch" fps 30 
$sequence "dummy_2" "dummy_2" fps 30 
$sequence "dummy_3" "dummy_3" fps 30 
$sequence "dummy_4" "dummy_4" fps 30 
$sequence "dummy_5" "dummy_5" fps 30 
$sequence "dummy_6" "dummy_6" fps 30 
$sequence "dummy_7" "dummy_7" fps 30 
$sequence "dummy_8" "dummy_8" fps 30 
$sequence "dummy_9" "dummy_9" fps 30 
$sequence "dummy_10" "dummy_10" fps 30 
$sequence "dummy_11" "dummy_11" fps 30 
$sequence "dummy_12" "dummy_12" fps 30 
$sequence "dummy_13" "dummy_13" fps 30 
$sequence "dummy_14" "dummy_14" fps 30 
$sequence "dummy_15" "dummy_15" fps 30 
$sequence "dummy_16" "dummy_16" fps 30 
$sequence "dummy_17" "dummy_17" fps 30 
$sequence "dummy_18" "dummy_18" fps 30 
$sequence "dummy_19" "dummy_19" fps 30 
$sequence "dummy_20" "dummy_20" fps 30 
$sequence "dummy_21" "dummy_21" fps 30 
$sequence "dummy_22" "dummy_22" fps 30 
$sequence "dummy_23" "dummy_23" fps 30 
$sequence "dummy_24" "dummy_24" fps 30 
$sequence "dummy_25" "dummy_25" fps 30 
$sequence "dummy_26" "dummy_26" fps 30 
$sequence "dummy_27" "dummy_27" fps 30 
$sequence "dummy_28" "dummy_28" fps 30 
$sequence "dummy_29" "dummy_29" fps 30 
$sequence "dummy_30" "dummy_30" fps 30 
$sequence "dummy_31" "dummy_31" fps 30 
$sequence "dummy_32" "dummy_32" fps 30 
$sequence "dummy_33" "dummy_33" fps 30 
$sequence "dummy_34" "dummy_34" fps 30 
$sequence "dummy_35" "dummy_35" fps 30 
$sequence "dummy_36" "dummy_36" fps 30 
$sequence "dummy_37" "dummy_37" fps 30 
$sequence "dummy_38" "dummy_38" fps 30 
$sequence "dummy_39" "dummy_39" fps 30 
$sequence "dummy_40" "dummy_40" fps 30 
$sequence "dummy_41" "dummy_41" fps 30 
$sequence "dummy_42" "dummy_42" fps 30 
$sequence "dummy_43" "dummy_43" fps 30 
$sequence "dummy_44" "dummy_44" fps 30 
$sequence "dummy_45" "dummy_45" fps 30 
$sequence "dummy_46" "dummy_46" fps 30 
$sequence "dummy_47" "dummy_47" fps 30 
$sequence "dummy_48" "dummy_48" fps 30 
$sequence "dummy_49" "dummy_49" fps 30 
$sequence "dummy_50" "dummy_50" fps 30 
$sequence "dummy_51" "dummy_51" fps 30 
$sequence "dummy_52" "dummy_52" fps 30 
$sequence "dummy_53" "dummy_53" fps 30 
$sequence "dummy_54" "dummy_54" fps 30 
$sequence "dummy_55" "dummy_55" fps 30 
$sequence "dummy_56" "dummy_56" fps 30 
$sequence "dummy_57" "dummy_57" fps 30 
$sequence "dummy_58" "dummy_58" fps 30 
$sequence "dummy_59" "dummy_59" fps 30 
$sequence "dummy_60" "dummy_60" fps 30 
$sequence "dummy_61" "dummy_61" fps 30 
$sequence "dummy_62" "dummy_62" fps 30 
$sequence "dummy_63" "dummy_63" fps 30 
$sequence "dummy_64" "dummy_64" fps 30 
$sequence "dummy_65" "dummy_65" fps 30 
$sequence "dummy_66" "dummy_66" fps 30 
$sequence "dummy_67" "dummy_67" fps 30 
$sequence "dummy_68" "dummy_68" fps 30 
$sequence "dummy_69" "dummy_69" fps 30 
$sequence "dummy_70" "dummy_70" fps 30 
$sequence "dummy_71" "dummy_71" fps 30 
$sequence "dummy_72" "dummy_72" fps 30 
$sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 { event 2001 1 } 
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 { event 2001 1 } 
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 { event 2001 1 } 
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 1 } 
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 1 } 
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 { event 2001 1 } 
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 { event 2001 1 } 
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 { event 2001 1 } 
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 { event 2001 1 } 
$sequence "crouch_die" "crouch_die" fps 30 { event 2001 1 } 
$sequence "dash" "dash" fps 30 loop 
$sequence "stun" "stun" fps 30 
$sequence "skill_start" "skill_start" fps 30 
$sequence "skill_end" "skill_end" fps 30 

// End of QC script. 

Search for "// 114 animation sequence(s)" section
In this section is all the work you need to do. Don't change anything else outside this section!

Now here's an example of a normal cs player model animations order:
PHP Code:

// 111 animation sequence(s)
$sequence "dummy" "dummy" fps 24 loop 
$sequence 
"idle1" "idle1" fps 15 loop ACT_IDLE 1 
$sequence 
"crouch_idle" "crouch_idle" fps 10 loop ACT_CROUCHIDLE 1 
$sequence 
"walk" "walk" LX fps 30 loop ACT_WALK 1 
$sequence 
"run" "run" LX fps 60 loop ACT_RUN 1 
$sequence 
"crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1 
$sequence 
"jump" "jump" fps 30 ACT_HOP 1 
$sequence 
"longjump" "longjump" fps 30 ACT_LEAP 1 
$sequence 
"swim" "swim" fps 30 loop ACT_SWIM 1 
$sequence 
"treadwater" "treadwater" fps 24 loop ACT_HOVER 1 
$sequence 
"crouch_aim_carbine" {
          
"crouch_aim_carbine_blend1" 
          "crouch_aim_carbine_blend2" 
          "crouch_aim_carbine_blend3" 
          "crouch_aim_carbine_blend4" 
          "crouch_aim_carbine_blend5" 
          "crouch_aim_carbine_blend6" 
          "crouch_aim_carbine_blend7" 
          "crouch_aim_carbine_blend8" 
          "crouch_aim_carbine_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_carbine" {
          
"crouch_shoot_carbine_blend1" 
          "crouch_shoot_carbine_blend2" 
          "crouch_shoot_carbine_blend3" 
          "crouch_shoot_carbine_blend4" 
          "crouch_shoot_carbine_blend5" 
          "crouch_shoot_carbine_blend6" 
          "crouch_shoot_carbine_blend7" 
          "crouch_shoot_carbine_blend8" 
          "crouch_shoot_carbine_blend9" 
          
blend XR -90 90 fps 15 event 5001 0 "40" 
}
$sequence "crouch_reload_carbine" "crouch_reload_carbine" fps 30 
$sequence 
"ref_aim_carbine" {
          
"ref_aim_carbine_blend1" 
          "ref_aim_carbine_blend2" 
          "ref_aim_carbine_blend3" 
          "ref_aim_carbine_blend4" 
          "ref_aim_carbine_blend5" 
          "ref_aim_carbine_blend6" 
          "ref_aim_carbine_blend7" 
          "ref_aim_carbine_blend8" 
          "ref_aim_carbine_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_carbine" {
          
"ref_shoot_carbine_blend1" 
          "ref_shoot_carbine_blend2" 
          "ref_shoot_carbine_blend3" 
          "ref_shoot_carbine_blend4" 
          "ref_shoot_carbine_blend5" 
          "ref_shoot_carbine_blend6" 
          "ref_shoot_carbine_blend7" 
          "ref_shoot_carbine_blend8" 
          "ref_shoot_carbine_blend9" 
          
blend XR -90 90 fps 15 event 5001 0 "40" 
}
$sequence "ref_reload_carbine" "ref_reload_carbine" fps 30 
$sequence 
"crouch_aim_onehanded" {
          
"crouch_aim_onehanded_blend1" 
          "crouch_aim_onehanded_blend2" 
          "crouch_aim_onehanded_blend3" 
          "crouch_aim_onehanded_blend4" 
          "crouch_aim_onehanded_blend5" 
          "crouch_aim_onehanded_blend6" 
          "crouch_aim_onehanded_blend7" 
          "crouch_aim_onehanded_blend8" 
          "crouch_aim_onehanded_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_onehanded" {
          
"crouch_shoot_onehanded_blend1" 
          "crouch_shoot_onehanded_blend2" 
          "crouch_shoot_onehanded_blend3" 
          "crouch_shoot_onehanded_blend4" 
          "crouch_shoot_onehanded_blend5" 
          "crouch_shoot_onehanded_blend6" 
          "crouch_shoot_onehanded_blend7" 
          "crouch_shoot_onehanded_blend8" 
          "crouch_shoot_onehanded_blend9" 
          
blend XR -90 90 fps 15 event 5001 0 "10" 
}
$sequence "crouch_reload_onehanded" "crouch_reload_onehanded" fps 30 
$sequence 
"ref_aim_onehanded" {
          
"ref_aim_onehanded_blend1" 
          "ref_aim_onehanded_blend2" 
          "ref_aim_onehanded_blend3" 
          "ref_aim_onehanded_blend4" 
          "ref_aim_onehanded_blend5" 
          "ref_aim_onehanded_blend6" 
          "ref_aim_onehanded_blend7" 
          "ref_aim_onehanded_blend8" 
          "ref_aim_onehanded_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_onehanded" {
          
"ref_shoot_onehanded_blend1" 
          "ref_shoot_onehanded_blend2" 
          "ref_shoot_onehanded_blend3" 
          "ref_shoot_onehanded_blend4" 
          "ref_shoot_onehanded_blend5" 
          "ref_shoot_onehanded_blend6" 
          "ref_shoot_onehanded_blend7" 
          "ref_shoot_onehanded_blend8" 
          "ref_shoot_onehanded_blend9" 
          
blend XR -90 90 fps 15 event 5001 0 "10" 
}
$sequence "ref_reload_onehanded" "ref_reload_onehanded" fps 30 
$sequence 
"crouch_aim_dualpistols_1" {
          
"crouch_aim_dualpistols_1_blend1" 
          "crouch_aim_dualpistols_1_blend2" 
          "crouch_aim_dualpistols_1_blend3" 
          "crouch_aim_dualpistols_1_blend4" 
          "crouch_aim_dualpistols_1_blend5" 
          "crouch_aim_dualpistols_1_blend6" 
          "crouch_aim_dualpistols_1_blend7" 
          "crouch_aim_dualpistols_1_blend8" 
          "crouch_aim_dualpistols_1_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_dualpistols_1" {
          
"crouch_shoot_dualpistols_1_blend1" 
          "crouch_shoot_dualpistols_1_blend2" 
          "crouch_shoot_dualpistols_1_blend3" 
          "crouch_shoot_dualpistols_1_blend4" 
          "crouch_shoot_dualpistols_1_blend5" 
          "crouch_shoot_dualpistols_1_blend6" 
          "crouch_shoot_dualpistols_1_blend7" 
          "crouch_shoot_dualpistols_1_blend8" 
          "crouch_shoot_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "crouch_shoot2_dualpistols_1" {
          
"crouch_shoot2_dualpistols_1_blend1" 
          "crouch_shoot2_dualpistols_1_blend2" 
          "crouch_shoot2_dualpistols_1_blend3" 
          "crouch_shoot2_dualpistols_1_blend4" 
          "crouch_shoot2_dualpistols_1_blend5" 
          "crouch_shoot2_dualpistols_1_blend6" 
          "crouch_shoot2_dualpistols_1_blend7" 
          "crouch_shoot2_dualpistols_1_blend8" 
          "crouch_shoot2_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_dualpistols_1" "crouch_reload_dualpistols_1" fps 30 
$sequence 
"ref_aim_dualpistols_1" {
          
"ref_aim_dualpistols_1_blend1" 
          "ref_aim_dualpistols_1_blend2" 
          "ref_aim_dualpistols_1_blend3" 
          "ref_aim_dualpistols_1_blend4" 
          "ref_aim_dualpistols_1_blend5" 
          "ref_aim_dualpistols_1_blend6" 
          "ref_aim_dualpistols_1_blend7" 
          "ref_aim_dualpistols_1_blend8" 
          "ref_aim_dualpistols_1_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_dualpistols_1" {
          
"ref_shoot_dualpistols_1_blend1" 
          "ref_shoot_dualpistols_1_blend2" 
          "ref_shoot_dualpistols_1_blend3" 
          "ref_shoot_dualpistols_1_blend4" 
          "ref_shoot_dualpistols_1_blend5" 
          "ref_shoot_dualpistols_1_blend6" 
          "ref_shoot_dualpistols_1_blend7" 
          "ref_shoot_dualpistols_1_blend8" 
          "ref_shoot_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "ref_shoot2_dualpistols_1" {
          
"ref_shoot2_dualpistols_1_blend1" 
          "ref_shoot2_dualpistols_1_blend2" 
          "ref_shoot2_dualpistols_1_blend3" 
          "ref_shoot2_dualpistols_1_blend4" 
          "ref_shoot2_dualpistols_1_blend5" 
          "ref_shoot2_dualpistols_1_blend6" 
          "ref_shoot2_dualpistols_1_blend7" 
          "ref_shoot2_dualpistols_1_blend8" 
          "ref_shoot2_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_dualpistols_1" "ref_reload_dualpistols_1" fps 30 
$sequence 
"crouch_aim_rifle" {
          
"crouch_aim_rifle_blend1" 
          "crouch_aim_rifle_blend2" 
          "crouch_aim_rifle_blend3" 
          "crouch_aim_rifle_blend4" 
          "crouch_aim_rifle_blend5" 
          "crouch_aim_rifle_blend6" 
          "crouch_aim_rifle_blend7" 
          "crouch_aim_rifle_blend8" 
          "crouch_aim_rifle_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_rifle" {
          
"crouch_shoot_rifle_blend1" 
          "crouch_shoot_rifle_blend2" 
          "crouch_shoot_rifle_blend3" 
          "crouch_shoot_rifle_blend4" 
          "crouch_shoot_rifle_blend5" 
          "crouch_shoot_rifle_blend6" 
          "crouch_shoot_rifle_blend7" 
          "crouch_shoot_rifle_blend8" 
          "crouch_shoot_rifle_blend9" 
          
blend XR -90 90 fps 20 event 5001 0 "30" 
}
$sequence "crouch_reload_rifle" "crouch_reload_rifle" fps 30 
$sequence 
"ref_aim_rifle" {
          
"ref_aim_rifle_blend1" 
          "ref_aim_rifle_blend2" 
          "ref_aim_rifle_blend3" 
          "ref_aim_rifle_blend4" 
          "ref_aim_rifle_blend5" 
          "ref_aim_rifle_blend6" 
          "ref_aim_rifle_blend7" 
          "ref_aim_rifle_blend8" 
          "ref_aim_rifle_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_rifle" {
          
"ref_shoot_rifle_blend1" 
          "ref_shoot_rifle_blend2" 
          "ref_shoot_rifle_blend3" 
          "ref_shoot_rifle_blend4" 
          "ref_shoot_rifle_blend5" 
          "ref_shoot_rifle_blend6" 
          "ref_shoot_rifle_blend7" 
          "ref_shoot_rifle_blend8" 
          "ref_shoot_rifle_blend9" 
          
blend XR -90 90 fps 20 event 5001 0 "30" 
}
$sequence "ref_reload_rifle" "ref_reload_rifle" fps 30 
$sequence 
"crouch_aim_mp5" {
          
"crouch_aim_mp5_blend1" 
          "crouch_aim_mp5_blend2" 
          "crouch_aim_mp5_blend3" 
          "crouch_aim_mp5_blend4" 
          "crouch_aim_mp5_blend5" 
          "crouch_aim_mp5_blend6" 
          "crouch_aim_mp5_blend7" 
          "crouch_aim_mp5_blend8" 
          "crouch_aim_mp5_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_mp5" {
          
"crouch_shoot_mp5_blend1" 
          "crouch_shoot_mp5_blend2" 
          "crouch_shoot_mp5_blend3" 
          "crouch_shoot_mp5_blend4" 
          "crouch_shoot_mp5_blend5" 
          "crouch_shoot_mp5_blend6" 
          "crouch_shoot_mp5_blend7" 
          "crouch_shoot_mp5_blend8" 
          "crouch_shoot_mp5_blend9" 
          
blend XR -90 90 fps 15 event 5001 0 "30" 
}
$sequence "crouch_reload_mp5" "crouch_reload_mp5" fps 30 
$sequence 
"ref_aim_mp5" {
          
"ref_aim_mp5_blend1" 
          "ref_aim_mp5_blend2" 
          "ref_aim_mp5_blend3" 
          "ref_aim_mp5_blend4" 
          "ref_aim_mp5_blend5" 
          "ref_aim_mp5_blend6" 
          "ref_aim_mp5_blend7" 
          "ref_aim_mp5_blend8" 
          "ref_aim_mp5_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_mp5" {
          
"ref_shoot_mp5_blend1" 
          "ref_shoot_mp5_blend2" 
          "ref_shoot_mp5_blend3" 
          "ref_shoot_mp5_blend4" 
          "ref_shoot_mp5_blend5" 
          "ref_shoot_mp5_blend6" 
          "ref_shoot_mp5_blend7" 
          "ref_shoot_mp5_blend8" 
          "ref_shoot_mp5_blend9" 
          
blend XR -90 90 fps 15 event 5001 0 "30" 
}
$sequence "ref_reload_mp5" "ref_reload_mp5" fps 30 
$sequence 
"crouch_aim_shotgun" {
          
"crouch_aim_shotgun_blend1" 
          "crouch_aim_shotgun_blend2" 
          "crouch_aim_shotgun_blend3" 
          "crouch_aim_shotgun_blend4" 
          "crouch_aim_shotgun_blend5" 
          "crouch_aim_shotgun_blend6" 
          "crouch_aim_shotgun_blend7" 
          "crouch_aim_shotgun_blend8" 
          "crouch_aim_shotgun_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_shotgun" {
          
"crouch_shoot_shotgun_blend1" 
          "crouch_shoot_shotgun_blend2" 
          "crouch_shoot_shotgun_blend3" 
          "crouch_shoot_shotgun_blend4" 
          "crouch_shoot_shotgun_blend5" 
          "crouch_shoot_shotgun_blend6" 
          "crouch_shoot_shotgun_blend7" 
          "crouch_shoot_shotgun_blend8" 
          "crouch_shoot_shotgun_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "50" 
}
$sequence "crouch_reload_shotgun" "crouch_reload_shotgun" fps 30 
$sequence 
"ref_aim_shotgun" {
          
"ref_aim_shotgun_blend1" 
          "ref_aim_shotgun_blend2" 
          "ref_aim_shotgun_blend3" 
          "ref_aim_shotgun_blend4" 
          "ref_aim_shotgun_blend5" 
          "ref_aim_shotgun_blend6" 
          "ref_aim_shotgun_blend7" 
          "ref_aim_shotgun_blend8" 
          "ref_aim_shotgun_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_shotgun" {
          
"ref_shoot_shotgun_blend1" 
          "ref_shoot_shotgun_blend2" 
          "ref_shoot_shotgun_blend3" 
          "ref_shoot_shotgun_blend4" 
          "ref_shoot_shotgun_blend5" 
          "ref_shoot_shotgun_blend6" 
          "ref_shoot_shotgun_blend7" 
          "ref_shoot_shotgun_blend8" 
          "ref_shoot_shotgun_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "50" 
}
$sequence "ref_reload_shotgun" "ref_reload_shotgun" fps 30 
$sequence 
"crouch_aim_m249" {
          
"crouch_aim_m249_blend1" 
          "crouch_aim_m249_blend2" 
          "crouch_aim_m249_blend3" 
          "crouch_aim_m249_blend4" 
          "crouch_aim_m249_blend5" 
          "crouch_aim_m249_blend6" 
          "crouch_aim_m249_blend7" 
          "crouch_aim_m249_blend8" 
          "crouch_aim_m249_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_m249" {
          
"crouch_shoot_m249_blend1" 
          "crouch_shoot_m249_blend2" 
          "crouch_shoot_m249_blend3" 
          "crouch_shoot_m249_blend4" 
          "crouch_shoot_m249_blend5" 
          "crouch_shoot_m249_blend6" 
          "crouch_shoot_m249_blend7" 
          "crouch_shoot_m249_blend8" 
          "crouch_shoot_m249_blend9" 
          
blend XR -90 90 fps 30 loop event 5001 0 "50" 
}
$sequence "crouch_reload_m249" "crouch_reload_m249" fps 30 
$sequence 
"ref_aim_m249" {
          
"ref_aim_m249_blend1" 
          "ref_aim_m249_blend2" 
          "ref_aim_m249_blend3" 
          "ref_aim_m249_blend4" 
          "ref_aim_m249_blend5" 
          "ref_aim_m249_blend6" 
          "ref_aim_m249_blend7" 
          "ref_aim_m249_blend8" 
          "ref_aim_m249_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_m249" {
          
"ref_shoot_m249_blend1" 
          "ref_shoot_m249_blend2" 
          "ref_shoot_m249_blend3" 
          "ref_shoot_m249_blend4" 
          "ref_shoot_m249_blend5" 
          "ref_shoot_m249_blend6" 
          "ref_shoot_m249_blend7" 
          "ref_shoot_m249_blend8" 
          "ref_shoot_m249_blend9" 
          
blend XR -90 90 fps 30 loop event 5001 0 "50" 
}
$sequence "ref_reload_m249" "ref_reload_m249" fps 30 
$sequence 
"I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"so_am_I" "so_am_I" fps 30 
$sequence 
"ref_aim_grenade" {
          
"ref_aim_grenade_blend1" 
          "ref_aim_grenade_blend2" 
          "ref_aim_grenade_blend3" 
          "ref_aim_grenade_blend4" 
          "ref_aim_grenade_blend5" 
          "ref_aim_grenade_blend6" 
          "ref_aim_grenade_blend7" 
          "ref_aim_grenade_blend8" 
          "ref_aim_grenade_blend9" 
          
blend XR -90 90 fps 20 loop 
}
$sequence "ref_shoot_grenade" {
          
"ref_shoot_grenade_blend1" 
          "ref_shoot_grenade_blend2" 
          "ref_shoot_grenade_blend3" 
          "ref_shoot_grenade_blend4" 
          "ref_shoot_grenade_blend5" 
          "ref_shoot_grenade_blend6" 
          "ref_shoot_grenade_blend7" 
          "ref_shoot_grenade_blend8" 
          "ref_shoot_grenade_blend9" 
          
blend XR -90 90 fps 45 
}
$sequence "crouch_aim_grenade" {
          
"crouch_aim_grenade_blend1" 
          "crouch_aim_grenade_blend2" 
          "crouch_aim_grenade_blend3" 
          "crouch_aim_grenade_blend4" 
          "crouch_aim_grenade_blend5" 
          "crouch_aim_grenade_blend6" 
          "crouch_aim_grenade_blend7" 
          "crouch_aim_grenade_blend8" 
          "crouch_aim_grenade_blend9" 
          
blend XR -90 90 fps 20 loop 
}
$sequence "crouch_shoot_grenade" {
          
"crouch_shoot_grenade_blend1" 
          "crouch_shoot_grenade_blend2" 
          "crouch_shoot_grenade_blend3" 
          "crouch_shoot_grenade_blend4" 
          "crouch_shoot_grenade_blend5" 
          "crouch_shoot_grenade_blend6" 
          "crouch_shoot_grenade_blend7" 
          "crouch_shoot_grenade_blend8" 
          "crouch_shoot_grenade_blend9" 
          
blend XR -90 90 fps 45 
}
$sequence "crouch_aim_c4" {
          
"crouch_aim_c4_blend1" 
          "crouch_aim_c4_blend2" 
          "crouch_aim_c4_blend3" 
          "crouch_aim_c4_blend4" 
          "crouch_aim_c4_blend5" 
          "crouch_aim_c4_blend6" 
          "crouch_aim_c4_blend7" 
          "crouch_aim_c4_blend8" 
          "crouch_aim_c4_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_c4" "crouch_shoot_c4" fps 30 
$sequence 
"ref_aim_c4" {
          
"ref_aim_c4_blend1" 
          "ref_aim_c4_blend2" 
          "ref_aim_c4_blend3" 
          "ref_aim_c4_blend4" 
          "ref_aim_c4_blend5" 
          "ref_aim_c4_blend6" 
          "ref_aim_c4_blend7" 
          "ref_aim_c4_blend8" 
          "ref_aim_c4_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_c4" "ref_shoot_c4" fps 30 
$sequence 
"ref_reload_c4" "ref_reload_c4" fps 30 
$sequence 
"crouch_aim_dualpistols_2" {
          
"crouch_aim_dualpistols_2_blend1" 
          "crouch_aim_dualpistols_2_blend2" 
          "crouch_aim_dualpistols_2_blend3" 
          "crouch_aim_dualpistols_2_blend4" 
          "crouch_aim_dualpistols_2_blend5" 
          "crouch_aim_dualpistols_2_blend6" 
          "crouch_aim_dualpistols_2_blend7" 
          "crouch_aim_dualpistols_2_blend8" 
          "crouch_aim_dualpistols_2_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_dualpistols_2" {
          
"crouch_shoot_dualpistols_2_blend1" 
          "crouch_shoot_dualpistols_2_blend2" 
          "crouch_shoot_dualpistols_2_blend3" 
          "crouch_shoot_dualpistols_2_blend4" 
          "crouch_shoot_dualpistols_2_blend5" 
          "crouch_shoot_dualpistols_2_blend6" 
          "crouch_shoot_dualpistols_2_blend7" 
          "crouch_shoot_dualpistols_2_blend8" 
          "crouch_shoot_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "crouch_shoot2_dualpistols_2" {
          
"crouch_shoot2_dualpistols_2_blend1" 
          "crouch_shoot2_dualpistols_2_blend2" 
          "crouch_shoot2_dualpistols_2_blend3" 
          "crouch_shoot2_dualpistols_2_blend4" 
          "crouch_shoot2_dualpistols_2_blend5" 
          "crouch_shoot2_dualpistols_2_blend6" 
          "crouch_shoot2_dualpistols_2_blend7" 
          "crouch_shoot2_dualpistols_2_blend8" 
          "crouch_shoot2_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_dualpistols_2" "crouch_reload_dualpistols_2" fps 30 
$sequence 
"ref_aim_dualpistols_2" {
          
"ref_aim_dualpistols_2_blend1" 
          "ref_aim_dualpistols_2_blend2" 
          "ref_aim_dualpistols_2_blend3" 
          "ref_aim_dualpistols_2_blend4" 
          "ref_aim_dualpistols_2_blend5" 
          "ref_aim_dualpistols_2_blend6" 
          "ref_aim_dualpistols_2_blend7" 
          "ref_aim_dualpistols_2_blend8" 
          "ref_aim_dualpistols_2_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_dualpistols_2" {
          
"ref_shoot_dualpistols_2_blend1" 
          "ref_shoot_dualpistols_2_blend2" 
          "ref_shoot_dualpistols_2_blend3" 
          "ref_shoot_dualpistols_2_blend4" 
          "ref_shoot_dualpistols_2_blend5" 
          "ref_shoot_dualpistols_2_blend6" 
          "ref_shoot_dualpistols_2_blend7" 
          "ref_shoot_dualpistols_2_blend8" 
          "ref_shoot_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "ref_shoot2_dualpistols_2" {
          
"ref_shoot2_dualpistols_2_blend1" 
          "ref_shoot2_dualpistols_2_blend2" 
          "ref_shoot2_dualpistols_2_blend3" 
          "ref_shoot2_dualpistols_2_blend4" 
          "ref_shoot2_dualpistols_2_blend5" 
          "ref_shoot2_dualpistols_2_blend6" 
          "ref_shoot2_dualpistols_2_blend7" 
          "ref_shoot2_dualpistols_2_blend8" 
          "ref_shoot2_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_dualpistols_2" "ref_reload_dualpistols_2" fps 30 
$sequence 
"crouch_aim_knife" {
          
"crouch_aim_knife_blend1" 
          "crouch_aim_knife_blend2" 
          "crouch_aim_knife_blend3" 
          "crouch_aim_knife_blend4" 
          "crouch_aim_knife_blend5" 
          "crouch_aim_knife_blend6" 
          "crouch_aim_knife_blend7" 
          "crouch_aim_knife_blend8" 
          "crouch_aim_knife_blend9" 
          
blend XR -90 90 fps 12 loop 
}
$sequence "crouch_shoot_knife" {
          
"crouch_shoot_knife_blend1" 
          "crouch_shoot_knife_blend2" 
          "crouch_shoot_knife_blend3" 
          "crouch_shoot_knife_blend4" 
          "crouch_shoot_knife_blend5" 
          "crouch_shoot_knife_blend6" 
          "crouch_shoot_knife_blend7" 
          "crouch_shoot_knife_blend8" 
          "crouch_shoot_knife_blend9" 
          
blend XR -90 90 fps 30 
}
$sequence "ref_aim_knife" {
          
"ref_aim_knife_blend1" 
          "ref_aim_knife_blend2" 
          "ref_aim_knife_blend3" 
          "ref_aim_knife_blend4" 
          "ref_aim_knife_blend5" 
          "ref_aim_knife_blend6" 
          "ref_aim_knife_blend7" 
          "ref_aim_knife_blend8" 
          "ref_aim_knife_blend9" 
          
blend XR -90 90 fps 12 loop 
}
$sequence "ref_shoot_knife" {
          
"ref_shoot_knife_blend1" 
          "ref_shoot_knife_blend2" 
          "ref_shoot_knife_blend3" 
          "ref_shoot_knife_blend4" 
          "ref_shoot_knife_blend5" 
          "ref_shoot_knife_blend6" 
          "ref_shoot_knife_blend7" 
          "ref_shoot_knife_blend8" 
          "ref_shoot_knife_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_aim_ak47" {
          
"crouch_aim_ak47_blend1" 
          "crouch_aim_ak47_blend2" 
          "crouch_aim_ak47_blend3" 
          "crouch_aim_ak47_blend4" 
          "crouch_aim_ak47_blend5" 
          "crouch_aim_ak47_blend6" 
          "crouch_aim_ak47_blend7" 
          "crouch_aim_ak47_blend8" 
          "crouch_aim_ak47_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_ak47" {
          
"crouch_shoot_ak47_blend1" 
          "crouch_shoot_ak47_blend2" 
          "crouch_shoot_ak47_blend3" 
          "crouch_shoot_ak47_blend4" 
          "crouch_shoot_ak47_blend5" 
          "crouch_shoot_ak47_blend6" 
          "crouch_shoot_ak47_blend7" 
          "crouch_shoot_ak47_blend8" 
          "crouch_shoot_ak47_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "40" 
}
$sequence "crouch_reload_ak47" "crouch_reload_ak47" fps 30 
$sequence 
"ref_aim_ak47" {
          
"ref_aim_ak47_blend1" 
          "ref_aim_ak47_blend2" 
          "ref_aim_ak47_blend3" 
          "ref_aim_ak47_blend4" 
          "ref_aim_ak47_blend5" 
          "ref_aim_ak47_blend6" 
          "ref_aim_ak47_blend7" 
          "ref_aim_ak47_blend8" 
          "ref_aim_ak47_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_ak47" {
          
"ref_shoot_ak47_blend1" 
          "ref_shoot_ak47_blend2" 
          "ref_shoot_ak47_blend3" 
          "ref_shoot_ak47_blend4" 
          "ref_shoot_ak47_blend5" 
          "ref_shoot_ak47_blend6" 
          "ref_shoot_ak47_blend7" 
          "ref_shoot_ak47_blend8" 
          "ref_shoot_ak47_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "40" 
}
$sequence "ref_reload_ak47" "ref_reload_ak47" fps 30 
$sequence 
"crouch_aim_shieldgren" {
          
"crouch_aim_shieldgren_blend1" 
          "crouch_aim_shieldgren_blend2" 
          "crouch_aim_shieldgren_blend3" 
          "crouch_aim_shieldgren_blend4" 
          "crouch_aim_shieldgren_blend5" 
          "crouch_aim_shieldgren_blend6" 
          "crouch_aim_shieldgren_blend7" 
          "crouch_aim_shieldgren_blend8" 
          "crouch_aim_shieldgren_blend9" 
          
blend XR -90 90 fps 20 loop 
}
$sequence "crouch_shoot_shieldgren" {
          
"crouch_shoot_shieldgren_blend1" 
          "crouch_shoot_shieldgren_blend2" 
          "crouch_shoot_shieldgren_blend3" 
          "crouch_shoot_shieldgren_blend4" 
          "crouch_shoot_shieldgren_blend5" 
          "crouch_shoot_shieldgren_blend6" 
          "crouch_shoot_shieldgren_blend7" 
          "crouch_shoot_shieldgren_blend8" 
          "crouch_shoot_shieldgren_blend9" 
          
blend XR -90 90 fps 45 
}
$sequence "ref_aim_shieldgren" {
          
"ref_aim_shieldgren_blend1" 
          "ref_aim_shieldgren_blend2" 
          "ref_aim_shieldgren_blend3" 
          "ref_aim_shieldgren_blend4" 
          "ref_aim_shieldgren_blend5" 
          "ref_aim_shieldgren_blend6" 
          "ref_aim_shieldgren_blend7" 
          "ref_aim_shieldgren_blend8" 
          "ref_aim_shieldgren_blend9" 
          
blend XR -90 90 fps 20 loop 
}
$sequence "ref_shoot_shieldgren" {
          
"ref_shoot_shieldgren_blend1" 
          "ref_shoot_shieldgren_blend2" 
          "ref_shoot_shieldgren_blend3" 
          "ref_shoot_shieldgren_blend4" 
          "ref_shoot_shieldgren_blend5" 
          "ref_shoot_shieldgren_blend6" 
          "ref_shoot_shieldgren_blend7" 
          "ref_shoot_shieldgren_blend8" 
          "ref_shoot_shieldgren_blend9" 
          
blend XR -90 90 fps 45 
}
$sequence "crouch_aim_shieldknife" {
          
"crouch_aim_shieldknife_blend1" 
          "crouch_aim_shieldknife_blend2" 
          "crouch_aim_shieldknife_blend3" 
          "crouch_aim_shieldknife_blend4" 
          "crouch_aim_shieldknife_blend5" 
          "crouch_aim_shieldknife_blend6" 
          "crouch_aim_shieldknife_blend7" 
          "crouch_aim_shieldknife_blend8" 
          "crouch_aim_shieldknife_blend9" 
          
blend XR -90 90 fps 12 loop 
}
$sequence "crouch_shoot_shieldknife" {
          
"crouch_shoot_shieldknife_blend1" 
          "crouch_shoot_shieldknife_blend2" 
          "crouch_shoot_shieldknife_blend3" 
          "crouch_shoot_shieldknife_blend4" 
          "crouch_shoot_shieldknife_blend5" 
          "crouch_shoot_shieldknife_blend6" 
          "crouch_shoot_shieldknife_blend7" 
          "crouch_shoot_shieldknife_blend8" 
          "crouch_shoot_shieldknife_blend9" 
          
blend XR -90 90 fps 30 
}
$sequence "ref_aim_shieldknife" {
          
"ref_aim_shieldknife_blend1" 
          "ref_aim_shieldknife_blend2" 
          "ref_aim_shieldknife_blend3" 
          "ref_aim_shieldknife_blend4" 
          "ref_aim_shieldknife_blend5" 
          "ref_aim_shieldknife_blend6" 
          "ref_aim_shieldknife_blend7" 
          "ref_aim_shieldknife_blend8" 
          "ref_aim_shieldknife_blend9" 
          
blend XR -90 90 fps 12 loop 
}
$sequence "ref_shoot_shieldknife" {
          
"ref_shoot_shieldknife_blend1" 
          "ref_shoot_shieldknife_blend2" 
          "ref_shoot_shieldknife_blend3" 
          "ref_shoot_shieldknife_blend4" 
          "ref_shoot_shieldknife_blend5" 
          "ref_shoot_shieldknife_blend6" 
          "ref_shoot_shieldknife_blend7" 
          "ref_shoot_shieldknife_blend8" 
          "ref_shoot_shieldknife_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_aim_shieldgun" {
          
"crouch_aim_shieldgun_blend1" 
          "crouch_aim_shieldgun_blend2" 
          "crouch_aim_shieldgun_blend3" 
          "crouch_aim_shieldgun_blend4" 
          "crouch_aim_shieldgun_blend5" 
          "crouch_aim_shieldgun_blend6" 
          "crouch_aim_shieldgun_blend7" 
          "crouch_aim_shieldgun_blend8" 
          "crouch_aim_shieldgun_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "crouch_shoot_shieldgun" {
          
"crouch_shoot_shieldgun_blend1" 
          "crouch_shoot_shieldgun_blend2" 
          "crouch_shoot_shieldgun_blend3" 
          "crouch_shoot_shieldgun_blend4" 
          "crouch_shoot_shieldgun_blend5" 
          "crouch_shoot_shieldgun_blend6" 
          "crouch_shoot_shieldgun_blend7" 
          "crouch_shoot_shieldgun_blend8" 
          "crouch_shoot_shieldgun_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_shieldgun" "crouch_reload_shieldgun" fps 30 
$sequence 
"ref_aim_shieldgun" {
          
"ref_aim_shieldgun_blend1" 
          "ref_aim_shieldgun_blend2" 
          "ref_aim_shieldgun_blend3" 
          "ref_aim_shieldgun_blend4" 
          "ref_aim_shieldgun_blend5" 
          "ref_aim_shieldgun_blend6" 
          "ref_aim_shieldgun_blend7" 
          "ref_aim_shieldgun_blend8" 
          "ref_aim_shieldgun_blend9" 
          
blend XR -90 90 fps 30 loop 
}
$sequence "ref_shoot_shieldgun" {
          
"ref_shoot_shieldgun_blend1" 
          "ref_shoot_shieldgun_blend2" 
          "ref_shoot_shieldgun_blend3" 
          "ref_shoot_shieldgun_blend4" 
          "ref_shoot_shieldgun_blend5" 
          "ref_shoot_shieldgun_blend6" 
          "ref_shoot_shieldgun_blend7" 
          "ref_shoot_shieldgun_blend8" 
          "ref_shoot_shieldgun_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_shieldgun" "ref_reload_shieldgun" fps 30 
$sequence 
"crouch_aim_shielded" {
          
"crouch_aim_shielded_blend1" 
          "crouch_aim_shielded_blend2" 
          "crouch_aim_shielded_blend3" 
          "crouch_aim_shielded_blend4" 
          "crouch_aim_shielded_blend5" 
          "crouch_aim_shielded_blend6" 
          "crouch_aim_shielded_blend7" 
          "crouch_aim_shielded_blend8" 
          "crouch_aim_shielded_blend9" 
          
blend XR -90 90 fps 20 loop 
}
$sequence "ref_aim_shielded" {
          
"ref_aim_shielded_blend1" 
          "ref_aim_shielded_blend2" 
          "ref_aim_shielded_blend3" 
          "ref_aim_shielded_blend4" 
          "ref_aim_shielded_blend5" 
          "ref_aim_shielded_blend6" 
          "ref_aim_shielded_blend7" 
          "ref_aim_shielded_blend8" 
          "ref_aim_shielded_blend9" 
          
blend XR -90 90 fps 20 loop 
}
$sequence "gut_flinch" {
          
"gut_flinch_blend1" 
          "gut_flinch_blend2" 
          "gut_flinch_blend3" 
          "gut_flinch_blend4" 
          "gut_flinch_blend5" 
          "gut_flinch_blend6" 
          "gut_flinch_blend7" 
          "gut_flinch_blend8" 
          "gut_flinch_blend9" 
          
blend XR -90 90 fps 30 
}
$sequence "head_flinch" {
          
"head_flinch_blend1" 
          "head_flinch_blend2" 
          "head_flinch_blend3" 
          "head_flinch_blend4" 
          "head_flinch_blend5" 
          "head_flinch_blend6" 
          "head_flinch_blend7" 
          "head_flinch_blend8" 
          "head_flinch_blend9" 
          
blend XR -90 90 fps 30 
}
$sequence "death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 event 2001 1 
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 event 2001 1 
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 event 2001 1 
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 event 2001 1 
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 event 2001 1 
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 event 2001 1 
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 event 2001 1 
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 event 2001 1 
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 event 2001 1 
$sequence "crouch_die" "crouch_die" fps 30 event 2001 1 

// End of QC script. 

Notice any difference? That's how our zombie's animation sequence should look like. Well, sort of...

You'll have to change the text on a few places. For example, look at this:

PHP Code:

$sequence "crouch_reload_carbine" "crouch_reload_carbine" fps 30 

Since we don't need the zombie to reload a weapon, we can make this animation same as "dummy". Like this:

PHP Code:

$sequence "crouch_reload_carbine" "dummy" fps 30 

The second apostrophes determine which animation will be played in game and the first apostrophes only determine the name. The zombie's animations didn't play well in game, because the names (the first apostrophes) weren't right.

The very first animation of z4_hide zombie is "dummy_1". Fix it by deleting "_1" in both places. The result should be:

PHP Code:

$sequence "dummy" "dummy" fps 20 loop 

The following few animations are fine so will have start editing after "treadwater".
It's a lot of work, so for ease I copy it here:

PHP Code:

$sequence "crouch_aim_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_carbine" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"crouch_aim_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_onehanded" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"ref_aim_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_onehanded" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"crouch_aim_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot2_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"ref_aim_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot2_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_rifle" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"crouch_aim_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_mp5" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"crouch_aim_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_shotgun" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"ref_aim_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_m249" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"so_am_I" "so_am_I" fps 30 
$sequence 
"ref_aim_grenade" "I_am_a_stupid_placeholder" fps 20 loop 
$sequence 
"ref_shoot_grenade" "I_am_a_stupid_placeholder" fps 20 loop 
$sequence 
"crouch_shoot_grenade" "I_am_a_stupid_placeholder" fps 45 
$sequence 
"crouch_aim_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_c4" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"ref_reload_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot2_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"ref_aim_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot2_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_knife" "crouch_aim_knife" fps 12 loop 
$sequence 
"crouch_shoot_knife" "crouch_shoot_knife" fps 30 
$sequence 
"ref_aim_knife" "ref_aim_knife" fps 12 loop 
$sequence 
"ref_shoot_knife" "ref_shoot_knife" fps 30 loop 
$sequence 
"crouch_aim_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shielded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shielded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"gut_flinch" "gut_flinch" fps 30 
$sequence 
"head_flinch" "head_flinch" fps 30 

Simply copy this and replace the lines between "treadwater" and "death1".
I didn't change the death animations as they are correct. Just delete anything additional between "crouch_die" and "End of script".
Then in the folder of your zombie find dummy_1.smd and rename it to dummy.smd.
Then copy that smd twice and rename the copies to "I_am_a_stupid_placeholder" and "so_am_I".

In this zombie's case the animations for knife and gut/head flinch were only one smd file so there was no need of this line:

PHP Code:

$sequence "crouch_shoot_knife" {
          
"crouch_shoot_knife_blend1" 
          "crouch_shoot_knife_blend2" 
          "crouch_shoot_knife_blend3" 
          "crouch_shoot_knife_blend4" 
          "crouch_shoot_knife_blend5" 
          "crouch_shoot_knife_blend6" 
          "crouch_shoot_knife_blend7" 
          "crouch_shoot_knife_blend8" 
          "crouch_shoot_knife_blend9" 
          
blend XR -90 90 fps 30 


Instead it is:

PHP Code:

$sequence "crouch_shoot_knife" "crouch_shoot_knife" fps 30 

But if the zombie you are editing, has animation split into several smd files leave it with the "_blend" part of the code. How do you know if the animation is 1 file? Just check the folder where the model is decompiled. Also this zombie doesn't have a grenade trowing animation so I made it "dummy" as you can see from the code, but if your zombie has grenade trowing animations, don't change them.

In the end you get this:

PHP Code:

// 111 animation sequence(s)
$sequence "dummy" "dummy" fps 20 loop 
$sequence 
"idle1" "idle1" fps 12 loop ACT_IDLE 1 
$sequence 
"crouch_idle" "crouch_idle" fps 15 loop ACT_CROUCHIDLE 1 
$sequence 
"walk" "walk" LX fps 30 loop ACT_WALK 1 
$sequence 
"run" "run" LX fps 30 loop ACT_RUN 1 
$sequence 
"crouchrun" "crouchrun" LX fps 30 loop ACT_CROUCH 1 
$sequence 
"jump" "jump" fps 30 ACT_HOP 1 
$sequence 
"longjump" "longjump" fps 30 ACT_LEAP 1 
$sequence 
"swim" "swim" fps 30 loop ACT_SWIM 1 
$sequence 
"treadwater" "treadwater" fps 30 loop ACT_HOVER 1 
$sequence 
"crouch_aim_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_carbine" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_carbine" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"crouch_aim_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_onehanded" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"ref_aim_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_onehanded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_onehanded" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"crouch_aim_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot2_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"ref_aim_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot2_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_dualpistols_1" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_rifle" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_rifle" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"crouch_aim_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_mp5" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_mp5" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"crouch_aim_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_shotgun" "I_am_a_stupid_placeholder" fps 30 
$sequence 
"ref_aim_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_shotgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_m249" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_m249" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"I_am_a_stupid_placeholder" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"so_am_I" "so_am_I" fps 30 
$sequence 
"ref_aim_grenade" "I_am_a_stupid_placeholder" fps 20 loop 
$sequence 
"ref_shoot_grenade" "I_am_a_stupid_placeholder" fps 20 loop 
$sequence 
"crouch_shoot_grenade" "I_am_a_stupid_placeholder" fps 45 
$sequence 
"crouch_aim_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_c4" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"ref_reload_c4" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot2_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop 
$sequence 
"ref_aim_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot2_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_dualpistols_2" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_knife" "crouch_aim_knife" fps 12 loop 
$sequence 
"crouch_shoot_knife" "crouch_shoot_knife" fps 30 
$sequence 
"ref_aim_knife" "ref_aim_knife" fps 12 loop 
$sequence 
"ref_shoot_knife" "ref_shoot_knife" fps 30 loop 
$sequence 
"crouch_aim_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_ak47" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shieldgren" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shieldknife" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_shoot_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_reload_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_shoot_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_reload_shieldgun" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"crouch_aim_shielded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"ref_aim_shielded" "I_am_a_stupid_placeholder" fps 30 loop
$sequence 
"gut_flinch" "gut_flinch" fps 30 
$sequence 
"head_flinch" "head_flinch" fps 30
$sequence 
"death1" "death1" fps 30 ACT_DIE_CHESTSHOT 1 event 2001 1 
$sequence "death2" "death2" fps 30 ACT_DIESIMPLE 2 event 2001 1 
$sequence "death3" "death3" fps 30 ACT_DIE_BACKSHOT 1 event 2001 1 
$sequence "head" "head" fps 30 ACT_DIE_HEADSHOT 1 event 2001 1 
$sequence "gutshot" "gutshot" fps 30 ACT_DIE_GUTSHOT 1 event 2001 1 
$sequence "left" "left" fps 30 ACT_DIESIMPLE 1 event 2001 1 
$sequence "back" "back" fps 30 ACT_DIEBACKWARD 1 event 2001 1 
$sequence "right" "right" fps 30 ACT_DIESIMPLE 1 event 2001 1 
$sequence "forward" "forward" fps 30 ACT_DIEFORWARD 1 event 2001 1 
$sequence "crouch_die" "crouch_die" fps 30 event 2001 1 

// End of QC script. 

If you have done everything right proceed to the next step- Compiling the model!

Open up jed's hlmv if you have closed it. Go to Tools > Compile Model and search the name of your zombie .qc file and click open. If nothing's wrong it will take a few seconds and the model of the zombie should appear in the folder. Load it in the model viewer to see how the zombie looks like and how he moves in the animations.

Final thing: Test it in game :)

I will leave a fixed z4_hide in the attachments for compare. If you have any questions- ask. I'll answer when I can.

UPDATE!!!
How to fix human's dual pistols animations.

Summary:
A common problem in most human player models is the buggy dual pistols animations. You've certainly come across this when playing in a server with custom player models. Who doesn't like to spice up his game with a few non-standard models, but when you see this-
[PIC MISSING]
well...it's more silly than irritating, but still better looking if it's fixed.

So here's how:
First, you will again need only jed's half-life model viewer and a text editor.
Decompile the model (I've already shown how) and find in the folder the .qc file. Open it with a text editor and just find the lines where it says "sequence dual pistols" in the "//111 animation sequence(s)" section.

PHP Code:

$sequence "crouch_aim_dualpistols_1" {
          
"crouch_aim_dualpistols_1_blend1" 
          "crouch_aim_dualpistols_1_blend2" 
          "crouch_aim_dualpistols_1_blend3" 
          "crouch_aim_dualpistols_1_blend4" 
          "crouch_aim_dualpistols_1_blend5" 
          "crouch_aim_dualpistols_1_blend6" 
          "crouch_aim_dualpistols_1_blend7" 
          "crouch_aim_dualpistols_1_blend8" 
          "crouch_aim_dualpistols_1_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_dualpistols_1" {
          
"crouch_shoot_dualpistols_1_blend1" 
          "crouch_shoot_dualpistols_1_blend2" 
          "crouch_shoot_dualpistols_1_blend3" 
          "crouch_shoot_dualpistols_1_blend4" 
          "crouch_shoot_dualpistols_1_blend5" 
          "crouch_shoot_dualpistols_1_blend6" 
          "crouch_shoot_dualpistols_1_blend7" 
          "crouch_shoot_dualpistols_1_blend8" 
          "crouch_shoot_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "crouch_shoot2_dualpistols_1" {
          
"crouch_shoot2_dualpistols_1_blend1" 
          "crouch_shoot2_dualpistols_1_blend2" 
          "crouch_shoot2_dualpistols_1_blend3" 
          "crouch_shoot2_dualpistols_1_blend4" 
          "crouch_shoot2_dualpistols_1_blend5" 
          "crouch_shoot2_dualpistols_1_blend6" 
          "crouch_shoot2_dualpistols_1_blend7" 
          "crouch_shoot2_dualpistols_1_blend8" 
          "crouch_shoot2_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_dualpistols_1" "crouch_reload_dualpistols_1" fps 30 
$sequence 
"ref_aim_dualpistols_1" {
          
"ref_aim_dualpistols_1_blend1" 
          "ref_aim_dualpistols_1_blend2" 
          "ref_aim_dualpistols_1_blend3" 
          "ref_aim_dualpistols_1_blend4" 
          "ref_aim_dualpistols_1_blend5" 
          "ref_aim_dualpistols_1_blend6" 
          "ref_aim_dualpistols_1_blend7" 
          "ref_aim_dualpistols_1_blend8" 
          "ref_aim_dualpistols_1_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_dualpistols_1" {
          
"ref_shoot_dualpistols_1_blend1" 
          "ref_shoot_dualpistols_1_blend2" 
          "ref_shoot_dualpistols_1_blend3" 
          "ref_shoot_dualpistols_1_blend4" 
          "ref_shoot_dualpistols_1_blend5" 
          "ref_shoot_dualpistols_1_blend6" 
          "ref_shoot_dualpistols_1_blend7" 
          "ref_shoot_dualpistols_1_blend8" 
          "ref_shoot_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "ref_shoot2_dualpistols_1" {
          
"ref_shoot2_dualpistols_1_blend1" 
          "ref_shoot2_dualpistols_1_blend2" 
          "ref_shoot2_dualpistols_1_blend3" 
          "ref_shoot2_dualpistols_1_blend4" 
          "ref_shoot2_dualpistols_1_blend5" 
          "ref_shoot2_dualpistols_1_blend6" 
          "ref_shoot2_dualpistols_1_blend7" 
          "ref_shoot2_dualpistols_1_blend8" 
          "ref_shoot2_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_dualpistols_1" "ref_reload_dualpistols_1" fps 30 

Keep in mind that there's one more time that they are listed!

PHP Code:

$sequence "crouch_aim_dualpistols_2" {
          
"crouch_aim_dualpistols_2_blend1" 
          "crouch_aim_dualpistols_2_blend2" 
          "crouch_aim_dualpistols_2_blend3" 
          "crouch_aim_dualpistols_2_blend4" 
          "crouch_aim_dualpistols_2_blend5" 
          "crouch_aim_dualpistols_2_blend6" 
          "crouch_aim_dualpistols_2_blend7" 
          "crouch_aim_dualpistols_2_blend8" 
          "crouch_aim_dualpistols_2_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_dualpistols_2" {
          
"crouch_shoot_dualpistols_2_blend1" 
          "crouch_shoot_dualpistols_2_blend2" 
          "crouch_shoot_dualpistols_2_blend3" 
          "crouch_shoot_dualpistols_2_blend4" 
          "crouch_shoot_dualpistols_2_blend5" 
          "crouch_shoot_dualpistols_2_blend6" 
          "crouch_shoot_dualpistols_2_blend7" 
          "crouch_shoot_dualpistols_2_blend8" 
          "crouch_shoot_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "crouch_shoot2_dualpistols_2" {
          
"crouch_shoot2_dualpistols_2_blend1" 
          "crouch_shoot2_dualpistols_2_blend2" 
          "crouch_shoot2_dualpistols_2_blend3" 
          "crouch_shoot2_dualpistols_2_blend4" 
          "crouch_shoot2_dualpistols_2_blend5" 
          "crouch_shoot2_dualpistols_2_blend6" 
          "crouch_shoot2_dualpistols_2_blend7" 
          "crouch_shoot2_dualpistols_2_blend8" 
          "crouch_shoot2_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_dualpistols_2" "crouch_reload_dualpistols_2" fps 30 
$sequence 
"ref_aim_dualpistols_2" {
          
"ref_aim_dualpistols_2_blend1" 
          "ref_aim_dualpistols_2_blend2" 
          "ref_aim_dualpistols_2_blend3" 
          "ref_aim_dualpistols_2_blend4" 
          "ref_aim_dualpistols_2_blend5" 
          "ref_aim_dualpistols_2_blend6" 
          "ref_aim_dualpistols_2_blend7" 
          "ref_aim_dualpistols_2_blend8" 
          "ref_aim_dualpistols_2_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_dualpistols_2" {
          
"ref_shoot_dualpistols_2_blend1" 
          "ref_shoot_dualpistols_2_blend2" 
          "ref_shoot_dualpistols_2_blend3" 
          "ref_shoot_dualpistols_2_blend4" 
          "ref_shoot_dualpistols_2_blend5" 
          "ref_shoot_dualpistols_2_blend6" 
          "ref_shoot_dualpistols_2_blend7" 
          "ref_shoot_dualpistols_2_blend8" 
          "ref_shoot_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "ref_shoot2_dualpistols_2" {
          
"ref_shoot2_dualpistols_2_blend1" 
          "ref_shoot2_dualpistols_2_blend2" 
          "ref_shoot2_dualpistols_2_blend3" 
          "ref_shoot2_dualpistols_2_blend4" 
          "ref_shoot2_dualpistols_2_blend5" 
          "ref_shoot2_dualpistols_2_blend6" 
          "ref_shoot2_dualpistols_2_blend7" 
          "ref_shoot2_dualpistols_2_blend8" 
          "ref_shoot2_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_dualpistols_2" "ref_reload_dualpistols_2" fps 30 

Look carefully and you'll notice that the names of the animations all end with either "_1" "_2". That is the source of the problem! Check out a normal cs player model:
http://i1067.photobucket.com/albums/...ps4eb5b7c4.png

To fix your model all you need to do is delete the "_1" and "_2" from the dual pistols animations' NAMES. Don't edit anything in the second apostrophes!!! Only those that define the name of the sequence.

Now it should be like this:

PHP Code:

$sequence "crouch_aim_dualpistols" {
          
"crouch_aim_dualpistols_1_blend1" 
          "crouch_aim_dualpistols_1_blend2" 
          "crouch_aim_dualpistols_1_blend3" 
          "crouch_aim_dualpistols_1_blend4" 
          "crouch_aim_dualpistols_1_blend5" 
          "crouch_aim_dualpistols_1_blend6" 
          "crouch_aim_dualpistols_1_blend7" 
          "crouch_aim_dualpistols_1_blend8" 
          "crouch_aim_dualpistols_1_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_dualpistols" {
          
"crouch_shoot_dualpistols_1_blend1" 
          "crouch_shoot_dualpistols_1_blend2" 
          "crouch_shoot_dualpistols_1_blend3" 
          "crouch_shoot_dualpistols_1_blend4" 
          "crouch_shoot_dualpistols_1_blend5" 
          "crouch_shoot_dualpistols_1_blend6" 
          "crouch_shoot_dualpistols_1_blend7" 
          "crouch_shoot_dualpistols_1_blend8" 
          "crouch_shoot_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "crouch_shoot2_dualpistols" {
          
"crouch_shoot2_dualpistols_1_blend1" 
          "crouch_shoot2_dualpistols_1_blend2" 
          "crouch_shoot2_dualpistols_1_blend3" 
          "crouch_shoot2_dualpistols_1_blend4" 
          "crouch_shoot2_dualpistols_1_blend5" 
          "crouch_shoot2_dualpistols_1_blend6" 
          "crouch_shoot2_dualpistols_1_blend7" 
          "crouch_shoot2_dualpistols_1_blend8" 
          "crouch_shoot2_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_dualpistols" "crouch_reload_dualpistols_1" fps 30 
$sequence 
"ref_aim_dualpistols" {
          
"ref_aim_dualpistols_1_blend1" 
          "ref_aim_dualpistols_1_blend2" 
          "ref_aim_dualpistols_1_blend3" 
          "ref_aim_dualpistols_1_blend4" 
          "ref_aim_dualpistols_1_blend5" 
          "ref_aim_dualpistols_1_blend6" 
          "ref_aim_dualpistols_1_blend7" 
          "ref_aim_dualpistols_1_blend8" 
          "ref_aim_dualpistols_1_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_dualpistols" {
          
"ref_shoot_dualpistols_1_blend1" 
          "ref_shoot_dualpistols_1_blend2" 
          "ref_shoot_dualpistols_1_blend3" 
          "ref_shoot_dualpistols_1_blend4" 
          "ref_shoot_dualpistols_1_blend5" 
          "ref_shoot_dualpistols_1_blend6" 
          "ref_shoot_dualpistols_1_blend7" 
          "ref_shoot_dualpistols_1_blend8" 
          "ref_shoot_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "ref_shoot2_dualpistols" {
          
"ref_shoot2_dualpistols_1_blend1" 
          "ref_shoot2_dualpistols_1_blend2" 
          "ref_shoot2_dualpistols_1_blend3" 
          "ref_shoot2_dualpistols_1_blend4" 
          "ref_shoot2_dualpistols_1_blend5" 
          "ref_shoot2_dualpistols_1_blend6" 
          "ref_shoot2_dualpistols_1_blend7" 
          "ref_shoot2_dualpistols_1_blend8" 
          "ref_shoot2_dualpistols_1_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_dualpistols" "ref_reload_dualpistols_1" fps 30 

...

$sequence "crouch_aim_dualpistols" {
          
"crouch_aim_dualpistols_2_blend1" 
          "crouch_aim_dualpistols_2_blend2" 
          "crouch_aim_dualpistols_2_blend3" 
          "crouch_aim_dualpistols_2_blend4" 
          "crouch_aim_dualpistols_2_blend5" 
          "crouch_aim_dualpistols_2_blend6" 
          "crouch_aim_dualpistols_2_blend7" 
          "crouch_aim_dualpistols_2_blend8" 
          "crouch_aim_dualpistols_2_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "crouch_shoot_dualpistols" {
          
"crouch_shoot_dualpistols_2_blend1" 
          "crouch_shoot_dualpistols_2_blend2" 
          "crouch_shoot_dualpistols_2_blend3" 
          "crouch_shoot_dualpistols_2_blend4" 
          "crouch_shoot_dualpistols_2_blend5" 
          "crouch_shoot_dualpistols_2_blend6" 
          "crouch_shoot_dualpistols_2_blend7" 
          "crouch_shoot_dualpistols_2_blend8" 
          "crouch_shoot_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "crouch_shoot2_dualpistols" {
          
"crouch_shoot2_dualpistols_2_blend1" 
          "crouch_shoot2_dualpistols_2_blend2" 
          "crouch_shoot2_dualpistols_2_blend3" 
          "crouch_shoot2_dualpistols_2_blend4" 
          "crouch_shoot2_dualpistols_2_blend5" 
          "crouch_shoot2_dualpistols_2_blend6" 
          "crouch_shoot2_dualpistols_2_blend7" 
          "crouch_shoot2_dualpistols_2_blend8" 
          "crouch_shoot2_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "crouch_reload_dualpistols" "crouch_reload_dualpistols_2" fps 30 
$sequence 
"ref_aim_dualpistols" {
          
"ref_aim_dualpistols_2_blend1" 
          "ref_aim_dualpistols_2_blend2" 
          "ref_aim_dualpistols_2_blend3" 
          "ref_aim_dualpistols_2_blend4" 
          "ref_aim_dualpistols_2_blend5" 
          "ref_aim_dualpistols_2_blend6" 
          "ref_aim_dualpistols_2_blend7" 
          "ref_aim_dualpistols_2_blend8" 
          "ref_aim_dualpistols_2_blend9" 
          
blend XR -90 90 fps 10 loop 
}
$sequence "ref_shoot_dualpistols" {
          
"ref_shoot_dualpistols_2_blend1" 
          "ref_shoot_dualpistols_2_blend2" 
          "ref_shoot_dualpistols_2_blend3" 
          "ref_shoot_dualpistols_2_blend4" 
          "ref_shoot_dualpistols_2_blend5" 
          "ref_shoot_dualpistols_2_blend6" 
          "ref_shoot_dualpistols_2_blend7" 
          "ref_shoot_dualpistols_2_blend8" 
          "ref_shoot_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5011 0 "10" 
}
$sequence "ref_shoot2_dualpistols" {
          
"ref_shoot2_dualpistols_2_blend1" 
          "ref_shoot2_dualpistols_2_blend2" 
          "ref_shoot2_dualpistols_2_blend3" 
          "ref_shoot2_dualpistols_2_blend4" 
          "ref_shoot2_dualpistols_2_blend5" 
          "ref_shoot2_dualpistols_2_blend6" 
          "ref_shoot2_dualpistols_2_blend7" 
          "ref_shoot2_dualpistols_2_blend8" 
          "ref_shoot2_dualpistols_2_blend9" 
          
blend XR -90 90 fps 30 event 5001 0 "10" 
}
$sequence "ref_reload_dualpistols" "ref_reload_dualpistols_2" fps 30 

And you're done :D
http://i1067.photobucket.com/albums/...psf903743f.png
Simple, right!

zmd94 08-20-2014 12:09

Re: [TUT]Fixing a Zombie's Animations
 
By the way, nice tutorial. Keep up the good works!

I'm still new in modelling. ;)

ZPhugeFan 08-21-2014 07:01

Re: [TUT]Fixing a Human/Zombie's Animations
 
Updated! Now how to also fix a human player model's buggy dual pistol animations ;)

yokomo 08-21-2014 07:41

Re: [TUT]Fixing a Human/Zombie's Animations
 
Wow, thanks for dual-elites fixes. I'm looking for this solution for long.
One more thing, do you know how to fix CSO female player model shaking issue when ducking while holding knife.

You can try yourself, make sure not to use playermodelindex while testing. Just ducking and hold knife.

**edit**
This dual-elites bug is happen when your server is only using playermodelindex.

ZPhugeFan 08-21-2014 07:59

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by yokomo (Post 2187045)
One more thing, do you know how to fix CSO female player model shaking issue when ducking while holding knife.

Um..perhaps give me the model? I don't know which one do you mean.

Quote:

Originally Posted by yokomo (Post 2187045)
You can try yourself, make sure not to use playermodelindex while testing. Just ducking and hold knife.

That comes fom fakemeta, right? But how do I stop using playermodelindex?

yokomo 08-21-2014 09:16

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by ZPhugeFan (Post 2187052)
Um..perhaps give me the model? I don't know which one do you mean.



That comes fom fakemeta, right? But how do I stop using playermodelindex?

All cso female models has this issue. you can use any cso female model to test. I cant give you the model right know. I'm outstation.

Yes that modelindex can be set via fakemeta. Just disable all plugins that use modelindex.

bat 08-21-2014 13:47

Re: [TUT]Fixing a Human/Zombie's Animations
 
I like! Thanks.

ZPhugeFan 08-22-2014 08:13

Re: [TUT]Fixing a Human/Zombie's Animations
 
Checked the CSO female model. Funny how I've been using those all the time and not notice a bug. Anyways. couldn't fix it :( It seems the animation is played out too fast, thus looking like if she's shaking. Nothing unusual in the code, though, and nothing unusual in the .smd file of the animation. It remains a mystery, why it's buggy, but if anyone finds a solution- feel free to share.

yokomo 08-22-2014 08:45

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by ZPhugeFan (Post 2187683)
Checked the CSO female model. Funny how I've been using those all the time and not notice a bug. Anyways. couldn't fix it :( It seems the animation is played out too fast, thus looking like if she's shaking. Nothing unusual in the code, though, and nothing unusual in the .smd file of the animation. It remains a mystery, why it's buggy, but if anyone finds a solution- feel free to share.

I already found a fix, just use cso player_w.mdl as playermodelindex. But this need to use playermodelindex. Some server owner dont like to set playermodelindex.

How about to take a look at player_w.mdl from cso. Maybe you can find a fix from it.

Original path from cstrike.nar: cstrike/models/player_w.mdl

RateX 08-22-2014 11:22

Re: [TUT]Fixing a Human/Zombie's Animations
 
Guys, look at the amount of frame, that the reason for bug.
Modelindex work for every woman model, not just player_w.mdl.
One weird thing is that this only happen for crouch_aim_knife, although other crouch animation also exceed default cs frame

yokomo 08-22-2014 11:40

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by RateX (Post 2187785)
Guys, look at the amount of frame, that the reason for bug.
Modelindex work for every woman model, not just player_w.mdl.
One weird thing is that this only happen for crouch_aim_knife, although other crouch animation also exceed default cs frame

So what is your solution on this issue? About changing crouch animation frames not tested yet. Gonna test soon.

RateX 08-22-2014 13:04

Re: [TUT]Fixing a Human/Zombie's Animations
 
Yes, deleting frame probably be the solution, though I'm not a modeler:mrgreen:. Anyone know how to do it feel free to try:)

ZPhugeFan 08-23-2014 05:03

Re: [TUT]Fixing a Human/Zombie's Animations
 
Quote:

Originally Posted by RateX (Post 2187831)
Yes, deleting frame probably be the solution

I've never thought about that. Will try it and see what comes out.

yokomo 08-26-2014 04:38

Re: [TUT]Fixing a Human/Zombie's Animations
 
I've found a reason why dual-pistol animation is bugged, it because you decompile model using "Kratisto model decompiler" by HLMV or JedHLMV.

I tried to decompiile model using MilkShape3D and there is no "crouch_aim_dualpistols_1" and "crouch_aim_dualpistols_2" found.

It listed as "crouch_aim_dualpistols". So i recommend you to use model decompiler via MilkShape3D.

RateX 08-26-2014 06:35

Re: [TUT]Fixing a Human/Zombie's Animations
 
Nice finding, but I still prefer Kratisto's. The QC file is much more detailed, and the sequence with multiple blends is much more organized. Also I got the habbit of using hlmv to decompile model instead of ms3d.
Btw, did you have any success in deleting frames? I tried it my self but couldn't figured out how to delete keyframe:mrgreen:


All times are GMT -4. The time now is 16:30.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.