Source Filmmaker

Source Filmmaker

Is it possible to scale hats in sfm?
I can scale the whole model just fine, but I want to combine several items on a class, say a hat to a character wearing a wig. *Scouts default cap on the heros tail, for instance*
Yet I can't work out for the life of me how to scale it. Is it even possible?
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Showing 1-11 of 11 comments
EmperorFaiz.docx Nov 20, 2014 @ 8:18am 
what? add scale control hat's bip_head bone it's not that hard
Zappy Nov 20, 2014 @ 9:12am 
Originally posted by EmperorFaiz. html:
what? add scale control hat's bip_head bone it's not that hard
Or to the prp_hat bone on the class model, if that's what you (original poster) mean.
Last edited by Zappy; Nov 20, 2014 @ 9:13am
EmperorFaiz.docx Nov 20, 2014 @ 9:44am 
Originally posted by Vintage:
Originally posted by EmperorFaiz. html:
what? add scale control hat's bip_head bone it's not that hard
Or to the prp_hat bone on the class model, if that's what you (original poster) mean.
some hats use bip_head bone you know
Zappy Nov 20, 2014 @ 9:48am 
He's talking about the Scout's on-class-model hat, according to the original post.
EmperorFaiz.docx Nov 20, 2014 @ 10:01am 
hmm....... oops! default hat. yeah, scale the prp_hat bone
Pte Jack Nov 20, 2014 @ 10:17am 
If your hat has Jiggles Bones, such as the Max's Head in the ears, you may find the the mesh that is controlled by the jiggles will snap back to their original size and position when you move the playhead. if you find this to be the case, then select and right click on the hat and go to Utilities, then select Bake Procedural Bones. This will turn the jiggles into normal bones (they may show up under the unknow controls). Once they are baked they should scale amd stay in place, but if you want them to jiggle like normal, you'll have to animate them yourself.

If you've locked the hat's main bone (usually bip_head) to a bone on the character, adding the scale control to that chatacter bone should scale the hat at the same time. You shouldn't have to add a second scale control to the hat.
raptornx01 Nov 20, 2014 @ 11:14am 
yeah. scaling can really screw up jigglebones. even to the point of breaking the model. one option is to animate first. then when the animation is done bake the procedural bones and scale it. SOMETIMES the jiggle bones will keep the animation they got from the jiggle effect after baking.
Bop Nov 20, 2014 @ 4:20pm 
Baking jigglebones is so buggy. For some bones, it never works. For others, it only works for a certain time frame. Rarely do you see a jigglebone that works perfectly when baked.
Pte Jack Nov 20, 2014 @ 6:38pm 
Jiggle DON'T work when they are baked. they become regular posable bones.
raptornx01 Nov 20, 2014 @ 9:28pm 
he means whether or not they keep their animation. and it's true. sometimes they do keep the jiggle animation if they are baked after the animating is finished. some times they don't. and sometimes they freak the hell out.

Sometimes this happens all on the same model at the same time. >.>
Zappy Nov 20, 2014 @ 11:18pm 
[/offtopic]He's still talking about the Scout's default hat, not the Hero's Tail cosmetic.
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Date Posted: Nov 20, 2014 @ 7:35am
Posts: 11