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chaoko99 2013年10月29日 19時15分
adding jigglebones?
is there any way I can convert a regular bone to a jigglebone in app?
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R234 2013年10月29日 22時36分 
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...

EDIT:

Alright. Let's say I want to jigglebone the Heavy's index finger in this (hastily animated) GIF:
http://i.imgur.com/WG2X2l9.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: http://wiki.teamfortress.com/wiki/Jigglebone ). 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:
http://i.imgur.com/I6AskWL.jpg

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:
http://i.imgur.com/hZ6NjTW.jpg

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:
http://i.imgur.com/0HLzAAi.jpg

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:
http://i.imgur.com/r0nXgLo.jpg

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

Behold, the breathtaking results:
http://i.imgur.com/Y6GOapt.gif
最近の変更はR234が行いました; 2013年10月30日 0時15分
raptornx01 2013年10月30日 8時07分 
Wow, cool, thanks. :)
chaoko99 2013年10月30日 16時13分 
interesting, sooo, any idea how to decompile a model and recompile?
erccmmo 4月29日 3時44分 
Can't get this to work for the life of me. Every time I lock the macral to the parent of the bone of I want to jiggle, the macral loses all of its jiggliness.. ive tried locking it both ways mackeral to bone and bone to macral... =-(
R234 4月29日 15時00分 
erccmmo の投稿を引用:
Can't get this to work for the life of me. Every time I lock the macral to the parent of the bone of I want to jiggle, the macral loses all of its jiggliness.. ive tried locking it both ways mackeral to bone and bone to macral... =-(
Drag the parent bone onto the mackerel's roottransform bone, select the mackerel, and apply the zero preset. You need to do this before baking the physics.
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