Garry's Mod

Garry's Mod

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[Umineko] Ushiromiya Ange Player Model
   
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素材类型: 插件
插件类型: 模型
插件标签: 角色扮演
文件大小
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60.206 MB
10 月 27 日 下午 6:35
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[Umineko] Ushiromiya Ange Player Model

在 SomeGuyWhoHasAnUnoriginalName 的 1 个合集中
The Shinada Fields
246 件物品
描述
Ushiromiya Ange from Umineko. Has jiggle bones, procedural bones, viewmodel arms, and more. This model was already on the workshop, but I wanted a better port of it.

Original model: https://www.deviantart.com/maralucaria/art/WTC-TDA-Umineko-Ange-Ushiromiya-DL-841447510
Map used: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3366444216
8 条留言
10 月 31 日 上午 7:10 
oh desire :beatriceemo:
hainzofelps 10 月 29 日 上午 9:52 
interesting, i'll keep that in mind for any future pms i make. thanks for the advice!
JERRY 10 月 29 日 上午 8:52 
Keep on keeping on:steamthumbsup:
SomeGuyWhoHasAnUnoriginalName  [作者] 10 月 28 日 下午 12:23 
Basically, for the jiggle bones, the result is from setting the direction of the bones. For making it look like her skirt moves as a result of her thighs colliding with them, procedural bones.
SomeGuyWhoHasAnUnoriginalName  [作者] 10 月 28 日 下午 12:23 
3. The most important part to doing fake source engine skirt physics is creating a procedural bone system to have the top most element of the skirt move according to thigh bone rotations. This one I would look up a tutorial, but essentially, you grab the base pose, and then do some key rotations to the base pose that are common for the thighs. For example, you want to say, rotate the bone 50 degrees backwards on z to show backwards z motion and where the skirt will end up. After you do that, you rotate any top most skirt bones as needed to where the skirt will end up when the leg ends up backwards. You do this for other key poses like z 50 forward, z 100 forward, y stretched outwards from 50 to 100, and some medium poses between the two for crouching, though in my experience the results are not perfect.
SomeGuyWhoHasAnUnoriginalName  [作者] 10 月 28 日 下午 12:23 
2. For bones in the back when setting jiggle bone parameters, you should have a larger negative yaw constraint then a positive one. This means the skirt goes further back when you move forward, put less so when you go backwards, meaning the skirt is *less likely* to clip through the legs. Do the opposite for bones in the front. For bones on the left, you should have a larger negative PITCH constraint, not yaw. Adjust as needed to avoid collisions.
SomeGuyWhoHasAnUnoriginalName  [作者] 10 月 28 日 下午 12:22 
Its a combination of things. When I make skirt physics on a model, I do the following:
1. First, I edit the bones so that the negative X direction rotates to wherever she will go when she walks backwards. In this case, the positive X direction should rotate forwards to counteract her backwards movement. Next, your positive Ydirection should represent where the model rotates whenever she goes right. In this case, the positive Y rotation on the model will have the skirt rotate left to counteract her rightword movement. Skirt jigglebones should be following these directions for good movement. However, it does not end there jigglebones wise.
hainzofelps 10 月 28 日 上午 11:06 
props on the better skirt physics than mine, how did you do it? was it the jigglebones parameters on the qc file or did you change it on blender? :bigjohn: