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For all models that contain jiggle bones, just right click the model in the Animation Set Editor and select "Utilities" → "Bake Procedural Bones". Then you'll be able to control/pose all jiggle bones as regular bones.
ohhhh...
But how do i pose the loincloth? (isn't that what that is?)
@ghostoftime1: Took me another week more than I had previously said. I wouldn't say I work fast; I was just developing 3 character models simultaneously. ;)
Yeah the knock knee is a side-effect of me using this as a reference image (where the knees are very close together), but also leaving enough room such that Shantae's baggy harem pants wouldn't be clipping into itself in the T-pose.
I didn't bother with solidifying the boots. If I'm not mistaken, you would only be able to see the inside of the boots if they were used in conjunction with anything other than the default genie outfit; the boots were only meant to be used with that bodygroup. Feel free to post a screenshot to correct me or show me how redoing the boots would be beneficial though.
@Spynal Toad: Yeah they do look kind of of bug-eyed, but then again I was basing it off this . I'll try scaling to 90%.
@Delsemon Thought about, yes. Haven't started anything though. That would have to be its own separate release, considering the different skeleton structure and the fact that I'm already at Source's materials limit for a model.
@Deep Weeb: As of last week I actually own one of those, so you've given me an excuse to actually remove it from the package.
@MajinBros: I guess I have to at this point.
@Delsemon: Actually, I was 99.9% done with a custom Risky and Rotty model, but now it looks like I have to go back and redo the faces.
@JkMenttonet21(School Tuesday): Only the ragdolls do, not the playermodels. The reasons for this are explained in that workshop item's description. If you think having those anims in the playermodels would be useful regardless if they appear a bit off, please let me know in that GMod workshop item's comment section.