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Soivet Model QC

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Apr 20th, 2019
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  1. // Created by Crowbar 0.51.0.0
  2.  
  3. $modelname "sovietarmy\camo\soldier1.mdl"
  4.  
  5. $model "soldier" "soldier1_soldier_ref.smd" {
  6.  
  7. eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.300000 -3.589998 67.480011 "Eyeball_R" 1 4 "iris_unused" 0.63
  8. eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.300000 -3.589999 67.480011 "Eyeball_L" 1 -4 "iris_unused" 0.63
  9.  
  10.  
  11. mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0
  12.  
  13. flexfile "soldier1.vta"
  14. {
  15. defaultflex frame 0
  16. flex "sphere" frame 1
  17. flexpair "AU1" 1 frame 2
  18. flexpair "AU2" 1 frame 3
  19. flexpair "AU4" 1 frame 4
  20. flexpair "AU12" 1 frame 5
  21. flexpair "AU15" 1 frame 6
  22. flexpair "AU17" 1 frame 7
  23. flexpair "AU10" 1 frame 8
  24. flexpair "AU17D" 1 frame 9
  25. flexpair "AU16" 1 frame 10
  26. flexpair "AU6" 1 frame 11
  27. flexpair "AU9" 1 frame 12
  28. flexpair "AU25" 1 frame 13
  29. flexpair "AU22" 1 frame 14
  30. flexpair "AU20" 1 frame 15
  31. flex "AU32" frame 16
  32. flex "AU24" frame 17
  33. flexpair "AU18" 1 frame 18
  34. flex "AU38" frame 19
  35. flex "AU31" frame 20
  36. flexpair "AU26" 1 frame 21
  37. flexpair "AU27" 1 frame 22
  38. flexpair "AU26Z" 1 frame 23
  39. flexpair "AU27Z" 1 frame 24
  40. flex "AD30L" frame 25
  41. flex "AD30R" frame 26
  42. flexpair "AU1AU2" 1 frame 27
  43. flexpair "AU1AU4" 1 frame 28
  44. flexpair "AU2AU4" 1 frame 29
  45. flexpair "AU12AU25" 1 frame 30
  46. flexpair "AU6Z" 1 frame 31
  47. flexpair "AU18Z" 1 frame 32
  48. flexpair "AU22Z" 1 frame 33
  49. flexpair "AU13" 1 frame 34
  50. flex "AD96L" frame 35
  51. flex "AD96R" frame 36
  52. flexpair "eyelid_droop" 1 frame 37
  53. flexpair "eyelid_raise" 1 frame 38
  54. flexpair "eyelid_wide" 1 frame 39
  55. flexpair "eyelid_squint" 1 frame 40
  56. flex "relax" frame 41
  57. flex "derp" frame 42
  58. }
  59.  
  60. flexcontroller eyes range -65 65 eyes_updown
  61. flexcontroller eyes range -65 65 eyes_rightleft
  62. flexcontroller brow range 0 1 right_inner_raiser
  63. flexcontroller brow range 0 1 left_inner_raiser
  64. flexcontroller brow range 0 1 right_outer_raiser
  65. flexcontroller brow range 0 1 left_outer_raiser
  66. flexcontroller brow range 0 1 right_lowerer
  67. flexcontroller brow range 0 1 left_lowerer
  68. flexcontroller nose range 0 1 right_cheek_raiser
  69. flexcontroller nose range 0 1 left_cheek_raiser
  70. flexcontroller nose range 0 1 right_wrinkler
  71. flexcontroller nose range 0 1 left_wrinkler
  72. flexcontroller nose range 0 1 dilator
  73. flexcontroller mouth range 0 1 right_upper_raiser
  74. flexcontroller mouth range 0 1 left_upper_raiser
  75. flexcontroller mouth range 0 1 right_corner_puller
  76. flexcontroller mouth range 0 1 left_corner_puller
  77. flexcontroller mouth range 0 1 right_corner_depressor
  78. flexcontroller mouth range 0 1 left_corner_depressor
  79. flexcontroller mouth range 0 1 chin_raiser
  80. flexcontroller phoneme range 0 1 right_part
  81. flexcontroller phoneme range 0 1 left_part
  82. flexcontroller phoneme range 0 1 right_puckerer
  83. flexcontroller phoneme range 0 1 left_puckerer
  84. flexcontroller phoneme range 0 2 right_funneler
  85. flexcontroller phoneme range 0 2 left_funneler
  86. flexcontroller phoneme range 0 1 right_stretcher
  87. flexcontroller phoneme range 0 1 left_stretcher
  88. flexcontroller phoneme range 0 1 bite
  89. flexcontroller phoneme range 0 1 presser
  90. flexcontroller phoneme range 0 1 tightener
  91. flexcontroller phoneme range 0 1 jaw_clencher
  92. flexcontroller phoneme range 0 2 jaw_drop
  93. flexcontroller phoneme range 0 1 right_mouth_drop
  94. flexcontroller phoneme range 0 1 left_mouth_drop
  95. flexcontroller mouth range 0 1 right_cheek_puffer
  96. flexcontroller mouth range 0 1 left_cheek_puffer
  97. flexcontroller mouth range -1 1 mouth_sideways
  98. flexcontroller mouth range -1 1 jaw_sideways
  99. flexcontroller mouth range 0 1 lower_lip
  100. flexcontroller phoneme range 0 1 Eyelid_droop_Right
  101. flexcontroller phoneme range 0 1 eyelid_droop_Left
  102. flexcontroller phoneme range 0 1 Eyelid_raise_right
  103. flexcontroller phoneme range 0 1 eyelid_raise_left
  104. flexcontroller phoneme range 0 1 Eyelid_wide_Right
  105. flexcontroller phoneme range 0 1 eyelid_wide_Left
  106. flexcontroller phoneme range 0 1 Eyelid_squint_right
  107. flexcontroller phoneme range 0 1 eyelid_squint_left
  108. flexcontroller phoneme range 0 1 Relax
  109. flexcontroller phoneme range 0 1 Derp
  110. flexcontroller phoneme range 0 1 Sphere
  111.  
  112. localvar biter
  113. localvar AU1AU2AU4R
  114. localvar AU1AU2AU4L
  115. localvar right_open
  116. localvar left_open
  117. localvar right_lip_suppressor
  118. localvar left_lip_suppressor
  119. localvar lower_lip_active
  120. localvar right_scaled_part
  121. localvar left_scaled_part
  122. localvar right_raiser_suppressor
  123. localvar left_raiser_suppressor
  124. localvar right_depressor_suppressor
  125. localvar left_depressor_suppressor
  126. localvar right_corner_suppressor
  127. localvar left_corner_suppressor
  128. localvar right_drop_suppressor
  129. localvar left_drop_suppressor
  130. localvar right_drop
  131. localvar left_drop
  132. localvar right_au_open
  133. localvar left_au_open
  134. localvar jaw_overage
  135. localvar jaw_underage
  136. localvar jaw_blend
  137. %biter = bite
  138. %AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer)
  139. %AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer)
  140. %AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer)
  141. %AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer)
  142. %AU4R = right_lowerer * (1 - right_inner_raiser) * (1 - right_outer_raiser)
  143. %AU4L = left_lowerer * (1 - left_inner_raiser) * (1 - left_outer_raiser)
  144. %AU1AU2AU4R = right_inner_raiser * right_outer_raiser * right_lowerer
  145. %AU1AU2AU4L = left_inner_raiser * left_outer_raiser * left_lowerer
  146. %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer) + %AU1AU2AU4R / 2
  147. %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer) + %AU1AU2AU4L / 2
  148. %AU1AU4R = right_inner_raiser * (1 - right_outer_raiser) * right_lowerer + %AU1AU2AU4R / 2
  149. %AU1AU4L = left_inner_raiser * (1 - left_outer_raiser) * left_lowerer + %AU1AU2AU4L / 2
  150. %AU2AU4R = right_outer_raiser * (1 - right_inner_raiser) * right_lowerer + %AU1AU2AU4R / 2
  151. %AU2AU4L = left_outer_raiser * (1 - left_inner_raiser) * left_lowerer + %AU1AU2AU4L / 2
  152. %AU38 = dilator
  153. %lower_lip_active = lower_lip * (1 - min((jaw_drop / 2), 1))
  154. %right_open = right_part + right_puckerer + right_funneler + right_upper_raiser * 0.5 + %lower_lip_active
  155. %left_open = left_part + left_puckerer + left_funneler + left_upper_raiser * 0.5 + %lower_lip_active
  156. %right_lip_suppressor = (1 - presser) * (1 - %biter)
  157. %left_lip_suppressor = (1 - presser) * (1 - %biter)
  158. %AU6R = right_cheek_raiser
  159. %AU6L = left_cheek_raiser
  160. %right_scaled_part = right_part * (1 - right_puckerer * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor
  161. %left_scaled_part = left_part * (1 - left_puckerer * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor
  162. %AU25R = %right_scaled_part * (1 - right_corner_puller)
  163. %AU25L = %left_scaled_part * (1 - left_corner_puller)
  164. %AU12AU25R = %right_scaled_part * right_corner_puller
  165. %AU12AU25L = %left_scaled_part * left_corner_puller
  166. %AU18R = right_puckerer * (1 - right_part * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor
  167. %AU18L = left_puckerer * (1 - left_part * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor
  168. %AU22R = right_funneler * (1 - right_part * (1 / 2 - right_puckerer * 1 / 3) - right_puckerer * 1 / 2) * %right_lip_suppressor
  169. %AU22L = left_funneler * (1 - left_part * (1 / 2 - left_puckerer * 1 / 3) - left_puckerer * 1 / 2) * %left_lip_suppressor
  170. %right_raiser_suppressor = (1 - 0.3 * %AU22R) * (1 - 0.5 * %AU18R) * (1 - presser) * (1 - %biter) * (1 - right_corner_puller) * (1 - 0.5 * jaw_drop)
  171. %left_raiser_suppressor = (1 - 0.3 * %AU22L) * (1 - 0.5 * %AU18L) * (1 - presser) * (1 - %biter) * (1 - left_corner_puller) * (1 - 0.5 * jaw_drop)
  172. %AU9R = right_wrinkler * %right_raiser_suppressor * (1 - right_upper_raiser)
  173. %AU9L = left_wrinkler * %left_raiser_suppressor * (1 - left_upper_raiser)
  174. %AU10R = right_upper_raiser * %right_raiser_suppressor
  175. %AU10L = left_upper_raiser * %left_raiser_suppressor
  176. %AU25R = %AU25R * (1 - %AU10R) * (1 - %AU9R)
  177. %AU25L = %AU25L * (1 - %AU10L) * (1 - %AU9L)
  178. %AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25R + %AU12AU25R + %AU18R + %AU22R + %AU10R)))
  179. %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25L + %AU12AU25L + %AU18L + %AU22L + %AU10L)))
  180. %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor)
  181. %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor)
  182. %AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor
  183. %AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor
  184. %right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.25)
  185. %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.25)
  186. %AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor * (1 - right_part)
  187. %AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor * (1 - left_part)
  188. %AU20R = right_stretcher * right_stretcher * %right_corner_suppressor
  189. %AU20L = left_stretcher * left_stretcher * %left_corner_suppressor
  190. %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - %biter)
  191. %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - %biter)
  192. %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor
  193. %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor
  194. %right_au_open = min((%AU18R + %AU25R + %AU12AU25R + 0.5 * %AU22R + %AU20R + %AU12R), 1)
  195. %left_au_open = min((%AU18L + %AU25L + %AU12AU25L + 0.5 * %AU22L + %AU20L + %AU12L), 1)
  196. %AU32 = bite
  197. %AU24 = presser + (1 - presser) * tightener
  198. %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + min(jaw_drop, 1))
  199. %AD96L = max(-mouth_sideways, 0) * (1 - 0.5 * %right_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter)
  200. %AD96R = max(mouth_sideways, 0) * (1 - 0.5 * %left_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter)
  201. %AD30L = max(-jaw_sideways, 0)
  202. %AD30R = max(jaw_sideways, 0)
  203. %jaw_overage = max(0, ((jaw_drop - 1) * (1 - presser) * (1 - %biter) * (1 - 0.5 * max(%right_au_open, %left_au_open))))
  204. %jaw_underage = min(jaw_drop, 1) - %jaw_overage
  205. %jaw_blend = jaw_drop / (jaw_clencher + jaw_drop)
  206. %AU26R = %jaw_underage * (1 - %right_drop) * %jaw_blend
  207. %AU26L = %jaw_underage * (1 - %left_drop) * %jaw_blend
  208. %AU27R = %jaw_underage * %right_drop * %jaw_blend
  209. %AU27L = %jaw_underage * %left_drop * %jaw_blend
  210. %AU26ZR = %jaw_overage * (1 - %right_drop) * %jaw_blend
  211. %AU26ZL = %jaw_overage * (1 - %left_drop) * %jaw_blend
  212. %AU27ZR = %jaw_overage * %right_drop * %jaw_blend
  213. %AU27ZL = %jaw_overage * %left_drop * %jaw_blend
  214. %AU22ZR = max(0, (%AU22R - 1))
  215. %AU22ZL = max(0, (%AU22L - 1))
  216. %AU22R = min(%AU22R, 1) - %AU22ZR
  217. %AU22L = min(%AU22L, 1) - %AU22ZL
  218. %AU16L = %lower_lip_active * %left_lip_suppressor
  219. %AU16R = %lower_lip_active * %right_lip_suppressor
  220. %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU27ZR * 0.5 + %AU27ZL * 0.5 + %AU26ZR * 0.35 + %AU26ZL * 0.35 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25R * 0.5 + %AU12AU25L * 0.5 + %AU16L * 0.3 + %AU16R * 0.3 + %AU10R * 0.5 + %AU10L * 0.5
  221. %AU13R = right_cheek_puffer * max(0, (1 - %mouth * 3))
  222. %AU13L = left_cheek_puffer * max(0, (1 - %mouth * 3))
  223. %eyelid_droopR = Eyelid_droop_Right
  224. %eyelid_droopL = eyelid_droop_Left
  225. %eyelid_raiseR = Eyelid_raise_right
  226. %eyelid_raiseL = eyelid_raise_left
  227. %eyelid_wideR = Eyelid_wide_Right
  228. %eyelid_wideL = eyelid_wide_Left
  229. %eyelid_squintR = Eyelid_squint_right
  230. %eyelid_squintL = eyelid_squint_left
  231. %relax = Relax
  232. %derp = Derp
  233. %sphere = Sphere
  234. }
  235.  
  236. $bodygroup "shirt"
  237. {
  238. studio "soldier1_shirt1.smd"
  239. studio "soldier1_shirt2.smd"
  240. studio "soldier1_shirt3.smd"
  241. studio "soldier1_shirt4.smd"
  242. }
  243. $bodygroup "legs"
  244. {
  245. studio "soldier1_legs1.smd"
  246. studio "soldier1_legs2.smd"
  247. }
  248. $bodygroup "headwear"
  249. {
  250. studio "soldier1_helmet1.smd"
  251. studio "soldier1_helmet2.smd"
  252. studio "soldier1_cap.smd"
  253. studio "soldier1_beret.smd"
  254. studio "soldier1_officerhat.smd"
  255. studio "soldier1_winterhat.smd"
  256. studio "soldier1_furhat.smd"
  257. blank
  258. }
  259. $bodygroup "webbing"
  260. {
  261. studio "soldier1_webbing.smd"
  262. studio "soldier1_chestrig.smd"
  263. studio "soldier1_chestrig2.smd"
  264. blank
  265. }
  266. $bodygroup "gear"
  267. {
  268. studio "soldier1_gear1.smd"
  269. studio "soldier1_gear2.smd"
  270. studio "soldier1_gear4.smd"
  271. studio "soldier1_gear3.smd"
  272. blank
  273. }
  274. $bodygroup "backpack"
  275. {
  276. blank
  277. studio "soldier1_backpack.smd"
  278. }
  279. $bodygroup "watch"
  280. {
  281. blank
  282. studio "soldier1_watch.smd"
  283. }
  284.  
  285.  
  286. $surfaceprop "flesh"
  287.  
  288. $contents "solid"
  289.  
  290. $eyeposition 0 0 70
  291.  
  292. $maxeyedeflection 90
  293.  
  294. $mostlyopaque
  295.  
  296. $cdmaterials "models\soviets\"
  297. $cdmaterials "models\soviets\MW2_facemaps\"
  298. $cdmaterials "models\Humans\Male\"
  299. $cdmaterials "models\humans\male\"
  300.  
  301. $texturegroup "skinfamilies"
  302. {
  303. { "rus_head_1" }
  304. { "rus_head_2" }
  305. { "rus_head_3" }
  306. { "rus_head_4" }
  307. { "rus_head_5" }
  308. { "rus_head_6" }
  309. { "rus_head_7" }
  310. { "rus_head_8" }
  311. { "rus_head_9" }
  312. { "rus_head_10" }
  313. { "rus_head_11" }
  314. { "rus_head_12" }
  315. }
  316.  
  317. $attachment "eyes" "ValveBiped.Bip01_Head1" 3.5 -3.98 -0.1 rotate 0 -80.1 -90
  318. $attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90
  319. $attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
  320. $attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
  321. $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
  322. $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
  323. $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
  324.  
  325. $cbox 0 0 0 0 0 0
  326.  
  327. $bbox -14.286 -27.079 -2.684 9.268 26.341 73.429
  328.  
  329. // $hboxset "default"
  330. // $hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 ""
  331. // $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 ""
  332. // $hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 ""
  333. // $hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 ""
  334. // $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 ""
  335. // $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 ""
  336. // $hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 ""
  337. // $hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 ""
  338. // $hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 ""
  339. // $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 ""
  340. // $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46 ""
  341. // $hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 ""
  342. // $hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 ""
  343. // $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 ""
  344. // $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1 ""
  345. // $hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 ""
  346. // $hbox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 ""
  347. // $skipboneinbbox
  348.  
  349.  
  350. $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
  351. $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
  352. $ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
  353. $ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
  354.  
  355. $sequence "ragdoll" {
  356. "soldier1_anims\ragdoll.smd"
  357. activity "ACT_DIERAGDOLL" 1
  358. fadein 0.2
  359. fadeout 0.2
  360. fps 30
  361. }
  362.  
  363. $includemodel "humans/male_shared.mdl"
  364. $includemodel "humans/male_ss.mdl"
  365. $includemodel "humans/male_gestures.mdl"
  366. $includemodel "humans/male_postures.mdl"
  367. $includemodel "m_anm.mdl"
  368. $includemodel "m_gst.mdl"
  369. $includemodel "m_pst.mdl"
  370. $includemodel "m_shd.mdl"
  371. $includemodel "m_ss.mdl"
  372.  
  373. $collisionjoints "soldier1_physics.smd"
  374. {
  375. $mass 0
  376. $inertia 10
  377. $damping 0.01
  378. $rotdamping 1.5
  379.  
  380.  
  381. $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -70 50 0
  382. $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -70 15 0
  383. $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -115 50 0
  384.  
  385. $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0
  386. $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0
  387. $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 150 0
  388.  
  389. $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -50 70 0
  390. $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -15 90 0
  391. $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -115 50 0
  392.  
  393. $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
  394. $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
  395. $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 150 0
  396.  
  397. $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
  398. $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
  399. $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -55 50 0
  400.  
  401. $jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
  402. $jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
  403. $jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0
  404.  
  405. $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit 0 0 0
  406. $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -15 15 0
  407. $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 40 0
  408.  
  409. $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -40 40 0
  410. $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -140 110 0
  411. $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -135 135 0
  412.  
  413. $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -30 30 0
  414. $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -60 60 0
  415. $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -150 5 0
  416.  
  417. $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit 0 0 0
  418. $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -15 15 0
  419. $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 40 0
  420.  
  421. $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -40 40 0
  422. $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -110 140 0
  423. $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -135 135 0
  424.  
  425. $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -30 30 0
  426. $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -60 60 0
  427. $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -150 5 0
  428.  
  429. $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -90 120 0
  430. $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -80 80 0
  431. $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -60 80 0
  432.  
  433. $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -1200 90 0
  434. $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -80 80 0
  435. $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -60 80 0
  436.  
  437. $jointconstrain "ValveBiped.Bip01_Head1" x limit -70 70 0
  438. $jointconstrain "ValveBiped.Bip01_Head1" y limit -40 40 0
  439. $jointconstrain "ValveBiped.Bip01_Head1" z limit -35 40 0
  440.  
  441. $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
  442. $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
  443. $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -55 70 0
  444. }
  445.  
  446. $collisiontext
  447. {
  448. animatedfriction
  449. {
  450. "animfrictionmin" "1.000000"
  451. "animfrictionmax" "400.000000"
  452. "animfrictiontimein" "0.500000"
  453. "animfrictiontimeout" "0.300000"
  454. "animfrictiontimehold" "0.000000"
  455. }
  456. editparams
  457. {
  458. "rootname" "valvebiped.bip01_pelvis"
  459. "totalmass" "90.000000"
  460. "jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_Spine1"
  461. }
  462. }
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