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Όλες οι συζητήσεις > Team Fortress 2 Modeling > Λεπτομέρειες θέματος
Jigglebone Issues
I have an issue with my model: I'm making a blimp similar to the ballooncorn, and have used the exact same bone format and QC code. It doesn't work however: in preview it is at his feet and in source filmmaker it goes to his hip. The jigglebone is coming out of bip_head bone and has a jiggle_base and jiggle_1. The entire model is attached to jiggle 1.

Heres the qc code:
$jigglebone "jiggle_base" {
is_rigid {
length 500
tip_mass 15000
}

has_base_spring {
base_mass 0
stiffness 175
damping 20
left_constraint -50 50
left_friction 0
up_constraint -50 50
up_friction 0
forward_constraint -50 50
forward_friction 0
}
}
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Εμφάνιση 1-3 από 3 σχόλια
Well first of all jigglebones do not show up in the preview (unfortunately this is a bug on Valve's end). You'll have to test your model in the itemtest map or something.

As for the actual jigglebone itself, if it isn't being positioned properly, chances are it isn't your QC. It's probably how you set up the bone in Blender. I would take a look at this video https://www.youtube.com/watch?v=JP9ce_ygeSA
I tested it in SFM and it did not work. The bone orientation also used to work but no longer does in preview. It is now at the engineer's feet. It has the exact same setup as the video and balloonicorn. I don't know what I'm doing wrong...
I'm not sure... I'm fairly certain that the problem lies in the model and not the QC, and you might benefit from starting a fresh scene (with a new bone rig) and redoing the jigglebones. You could try reducing the tip_mass value to something like 100. Try that (it might be that the mass is so heavy that it drags it to the ground).
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Εμφάνιση 1-3 από 3 σχόλια
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Όλες οι συζητήσεις > Team Fortress 2 Modeling > Λεπτομέρειες θέματος