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Broken animations with compiled goldsource model

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So, I've started fixing a few things I disliked with the TFC weapons, however I've noticed that the animations are broken and the weapon simply stays in its reference pose. ![](http://i.imgur.com/af1Qp0a.png "") This is the reference, not the actual idle animation. None of the animations play, the gun does not move at all. If someone could help, that'd be great. Also, here is the .qc; $modelname "v_tfgl.mdl" $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 $body "body" "tfc_gl" $hbox 0 "Hands biped" 0.000000 -10.460000 0.000000 34.630001 10.370000 21.770000 $sequence "gidle" "gidle" fps 10 loop $sequence "pidle" "pidle" fps 10 loop $sequence "gfire" "gfire" fps 30 loop $sequence "pfire" "pfire" fps 30 loop $sequence "greload1" "greload1" fps 60 $sequence "greload2" "greload2" fps 60 $sequence "preload1" "preload1" fps 60 $sequence "preload2" "preload2" fps 60 $sequence "gdraw" "gdraw" fps 30 $sequence "pdraw" "pdraw" fps 30 $sequence "gholster" "gholster" fps 30 $sequence "pholster" "pholster" fps 30

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  • 3y
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    You did actually rig the mesh this time, didn't you?
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    Mantra
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  • 3y
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    > **Posted by Devieus**

    > You did actually rig the mesh this time, didn't you?

    Yes.

    No.

    I'm still confused about that. are those animation files supposed to have mesh data in them?
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    Mantra

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