When you're done with the animation, select the player's killmove bones and go to the Scene menu as shown below
Go back to Blender and now you can import the SMD you decompiled. Now you can decompile the MDL file with Crowbar. Locate to your GarrysMod/sourceengine/hl2_misc_dir.vpk and open it with GCFScape I stated the model locations above so go to those directories and extract the model by selecting ALL files with it's name. If you don't know how to get the model SMDs then it's easy. Now repeat the process for the target model, unfortunately you can't move the headcrab on the default zombie model unless you make your own km model for it (I'll make a tutorial for that later) Now select whatever SMD/DMX model you want (don't import QC since it causes issues), for this tutorial we'll be using 'models/humans/group01/male_07' as the player and 'models/zombie/classic' as the target If you want to import a model for display then you can do that, select the player's killmove model in object mode and go to the import menu, make sure the bone append mode is set to 'Append to target' Now do the same for the player's killmove model except this time make sure the bone append mode is set to 'Make New Armature'Īnd then move the player away from the target in whatever direction you want and rotate it any angle (usually facing at the target) Select the target's killmove model as shown below Open Blender and then go to File > Import > Source Engine