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chaoko99 29 ott 2013, ore 19:15
adding jigglebones?
is there any way I can convert a regular bone to a jigglebone in app?
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R234 29 ott 2013, ore 22:36 
Not in SFM itself, no. You'd have to decompile/edit/recompile the model to actually add jigglebones.

However, using a secondary jiggleboned model, baking its physics and using rotation constraints, it's possible to simulate the effect quite well. Give me a few minutes and I'll show you how...


Alright. Let's say I want to jigglebone the Heavy's index finger in this (hastily animated) GIF:

The first step is to find an item which has jigglebones whose physics will do for what I want to do (for a full list of TF2 items which use jigglebones, you can go here: ). In my case, I thought the Holy Mackerel would do, so I imported that.

You then need to lock and zero the item to the bone on the character which is the direct parent of the one(s) you want jiggleboned. Here, I want to jigglebone the finger, so I need to lock and zero the Mackerel to the Heavy's hand. It's also important to rotate the item in an angle that matches the finger, since zeroing didn't do that by itself:

You then need to "bake" the jigglebones. You do that by right-clicking the item's animation set, and going to Utilities > Bake Procedural Bones:

You can now "constrain" the finger to the fish's jiggles. This is done by selecting the first jigglebone AND the first finger bone, in this order (that's very important. This is how SFM will know which bone will carry its rotation changes over to the other). Then, right-click either of the selected bones, and go to DAG Utlilities Menu > constrain_orient:

If there's more than one set of bones to constrain together, do those as well. Here I also constrained the finger's second and third bones to the Mackerel's second and third jigglebones respectively. Once that's done, lock all the character's bones you constrained to the world by clicking their checkboxes. Right-click the character's animation set, go to Constraints > Remove Constraints:

You can now remove the locks and delete the jiggleboned object.

Behold, the breathtaking results:
Ultima modifica da R234; 30 ott 2013, ore 0:15
raptornx01 30 ott 2013, ore 8:07 
Wow, cool, thanks. :)
chaoko99 30 ott 2013, ore 16:13 
interesting, sooo, any idea how to decompile a model and recompile?
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Data di pubblicazione: 29 ott 2013, ore 19:15
Messaggi: 3