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Source Filmmaker

Mixsup Apr 25, 2017 @ 12:37pm
[SOLVED] Jiggleboned Model Jiggling Indefinitely
What I'm trying to create is something similar to a water level indicator that you would see on a kettle, for instance. The intention was to have the top of this block of water jiggle around inside a glass casing, which would require it (the water) to only move up and down.

The movement seems to be fine, however the jiggling doesn't stop (in either the HLMV or SFM). I've cranked the damping in the QC file up to 10 (which - I think - is the highest it can go) but it doesn't have any bearing on the duration of the jiggle effect.

Weight applied to the bip_spine_0 bone[i.imgur.com]
Weights of the parent to the jiggle bones[i.imgur.com]
Weights of the central jiggle bone[i.imgur.com]
Weights of the right jiggle bone[i.imgur.com]

--------------------------------------------
The QC commands used:

$jigglebone "water_M" {
is_flexible {
yaw_stiffness 250
yaw_damping 10
length 40
yaw_constraint 0 0
}
}

$jigglebone "water_L" {
is_flexible {
yaw_stiffness 250
yaw_damping 10
length 40
yaw_constraint 0 0
}
}

$jigglebone "water_R" {
is_flexible {
yaw_stiffness 250
yaw_damping 10
length 40
yaw_constraint 0 0
}
}
----------------------------------------------------
Are jigglebones not really suitable for what I'm trying to do, or is there something I'm not doing right? Any light on the matter would really help me out, thanks.
Last edited by Mixsup; Apr 25, 2017 @ 2:54pm
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Showing 1-5 of 5 comments
Zappy Apr 25, 2017 @ 12:42pm 
To be honest, some videos or animated .gifs or something would be really nice to see what it looks like here... (For .gifs, please upload them to GfyCat[www.gfycat.com] or Imgur, and link to their page, not the video or .gif file itself.)
episoder Apr 25, 2017 @ 12:56pm 
tried including pitch_stiffness and pitch_damping? it also got no tip_mass. and yaw constraint 0 0 doesn't even allow any yaw movement. i guess the missing definition i making it move on the pitch axis. i dunno if those no defaults are set automaticly.
Mixsup Apr 25, 2017 @ 1:02pm 
I've got a .gif ready:

Clicky[gfycat.com]

For further context: the water level is emedded into the body of a character, what you're seeing is the entire character coming down and abruptly stopping to set off the jigglebones.

I will try your suggestion, episoder - I'll fiddle around with the commands some more, thanks.
Last edited by Mixsup; Apr 25, 2017 @ 1:03pm
Zappy Apr 25, 2017 @ 1:14pm 
All I can really gather from what you've posted is that you only have yaw variables (and "length"), no pitch variables. So like episoder, I suggest to define both yaw and pitch stuff.

I also suggest to read up on $JiggleBone on the VALVe Developer Wiki, specifically the "is_flexible" and "Angular constraints" sections.


(Oh, and also, from what I can tell from the weight-map screenshots, the very edges of the liquid at the top are not fully weighted to any bones.)
Last edited by Zappy; Apr 25, 2017 @ 1:20pm
Mixsup Apr 25, 2017 @ 2:53pm 
I've followed your suggestions and there's a marked improvement! The jiggleboned portion of the model is a bit more under control now.

I think the reason why I could still see the water bobbing up and down even when I had 'yaw constraint' set to '0 0' is due to the orientation of the bones - initially I had them pointed upwards, rotating the bones so that they're horizontal (and pointed along the Y axis in Blender) caused yaw constraint to act as expected.

The updated QC (I've only shown one of the bones as they share the same settings):
-------------
$jigglebone "water_M" {
is_flexible {
yaw_stiffness 55
yaw_damping 2
pitch_stiffness 300
pitch_damping 10
yaw_constraint -30 90
length 15
tip_mass 20
}
}
-------------

Updated jiggle bones in action[gfycat.com]

It's could still do with some work - it has a nasty habit of getting stuck to the roof of the water level - but it looks to be on the right track, thanks fellas!
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Date Posted: Apr 25, 2017 @ 12:37pm
Posts: 5