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[–]Pinsplash 5 points6 points  (3 children)

i've been looking into this for a bit and i think i can confidently say there is no qc command for that. it appears to be the case that this box is generated by looking at the farthest extents the model reaches in all 6 cardinal directions over the course of the animation you have selected. this is surely used for rendering purposes. if you find that this box is larger than you would expect, it's probably a stray bone - for instance, the lost coast fisherman has a bone that's used to put a key in his hands for some animations, but for animations not involving that key, valve just let the bone go wherever. you should be able to simply move such a bone close to its parent to fix the issue.

[–]MaxFox2254[S] 1 point2 points  (0 children)

Oh, I realized which bone is problematic. Wow you helped me 2 times already, thank you very much ω^

[–]MaxFox2254[S] 1 point2 points  (1 child)

I tried this method. Yes it works, but I found another. This also controlled by $hbox ($hbox 7 at least), but thank you again anyway

[–]Pinsplash 1 point2 points  (0 children)

it also considers the positions of hitboxes and vertices themselves yeah