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Докладване на проблем с превода
That's a bit technical, but I'll try to explain it simply: IK (Invert Kinematics) rig allows to move character's limbs in a more natural fashion, as opposed to the default (FK, or Forward Kinematics) animation method. For instance, if you move a normal character's (one you didn't load a rig script on) hand forward with the move manipulator, it will unrealistically stretch out his wrist, while his arm stays still in space. If you load an IK rig onto him first though, the arm will move with the hand, and the hand won't go past the arm's full extension, to ensure the arm's length doesn't change.
If you don't know about loading a rig script on a character, it means you didn't watch the official SFM tutorials, and I strongly recommend you do: http://www.youtube.com/playlist?list=PL2B46DEB4157E67C4
Besides IK rigs, scripts can have other uses. A good example is the cloaking rig script, which you can find here: http://sfmbox.com/cloaking-script-fix/ This allows you to apply cloaking proxies to any TF2 character or hat model, to simulate the Spy cloaking effect seen in game.
So, to answer your question, it's fairly important you get familiar with the way the basic IK rig script works, but you can steer clear of custom made ones, at least for now.
I'd like to think that I know a fair bit about IK rigs and how they work (I use them quite a bit in my videos), I just didn't realize that they were scripts. Just a possibly stupid question: should I be importing the scripts from other games such as portal 2, alien swarm, ect?
Thank you again! It just irked me that I didn't know what scripts were, but I think I kinda get it now :P
You can't really import Python scripts (that's the language scripts in SFM are coded in) from other Source games, as they don't have any. That's a purely SFM thing. It's like the LUA tools in Garry's Mod, they don't work in other Source games. You can find "utility" scripts on the net, like the cloaking one I put a link for earlier. Other IK rigs can be needed for some character models, usually the model's creator will include them with it.
And, you can create your own. I'm not the one to ask how though, I haven't had to look into that yet.
https://developer.valvesoftware.com/wiki/SFM/Making_custom_rigs
There are a few scripts from atlas to glados rigs, the Little Girl's Show That Shall Remain Nameless scripts (MLP which stands for Major League Player BTW, Ponies, what's is ponieses??? Golum!! Does we eats them???) to Dota2 model parts combining scripts out there.
I believe there is even a multipurpose script out there that actually updates itself as the author improves it. (I had it a while ago, but with all the tuts I've been doing and the constant reseach into other ppls questions and the mess I've caused myself in the background, I've lost it. I never had the chance to use it either). Check the OSFM group discussions, you may find a link to it there.
The NEW one everyone is excited about (pick me) is the SFMPhy script as Raptornx01 pointed out. Imagine, actual physics in SFM, with the promise that the physics will improve as the author moves forward. (Eventually I'll find an opportunity to check that one out.)
So Scripts Are as McSpammer Ham pointed out, they tell things what to do, what should be joined together in a Rig in an IKChain, how an object should fall to earth, how Glados should swing in her mechanism. Hopefully using Python, (if it hasn't been done already), we'll be able to actually script out camera movement or how a model or group of models move through a scene and interact with each other. (I like SuperTramp's "Dreamer" too!)
WOW!!!
I'd like to see how he updates the sfmphys script. one option i'd like to see is the ability to have more shapes. right now you either get box or ball. the Hay video I did was originally going to be Barrel, since I had planned to use wine, I mean, cider barrels. but the script doesn't work with cylinders. one day I hope to have a version that can fit any model's shape.
another option, either for sfmphys or another script is wind effects. doing hair blowing in the wind can be a pain. be nice if it could be automated. and would lessen the need for particles, my mortal enemy (where the hell are people getting grass particles anyway?)
I need to grab his cloth model though and see what can be done with it. I can think of a few uses.
Yes, the cloth, I wonder how he does that, Multi-bone or maybe jiggle bones. I just saw a post or a vid on making jiggle bone visible in the animation set editor by doing a procedural bake, I think it was. May even be a guide I saw, ah yes, it was a guide...
http://steamcommunity.com/sharedfiles/filedetails/?id=142071475
SFMPys doesn't work with cylinders??? But a sphere is as cylindrical as you can get... I have to spend more time doing than answering and check some of this stuff out... I was planning on doing something with cylinders, glad you told me before I wasted another few hours on something I can't use. (Donut eating uTub and its unfair copyright policies, don't get me going on that one again!!!)
what i liked about that technique was that it didn't disable the jigglebones which baking sometimes seems to do. and allowed them to be manipulated.