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The thing is, the basics of the procedure (those parts that don't need to be experimented and tested on a per-model basis) are probably mostly the same as is covered in the video you've already rejected.
(I say "probably", because not linking means I don't actually know what video you're talking about. I can't immediately find a 2009 video on adding jigglebones to hats, and the one I thought you might have been talking about turns out to be from 2011).
You can't really get into specific situations, because differences in the weight painting style can make a set of QC parameters from one model look very different on another. (Some models weight paint the breasts and buttocks very heavily, others use a much softer approach).
In the end, as all the tutorials have to be kind of generic anyway, they're more likely to be useful to more people if they pick the more SFW subject matter of hats than of stonking great tіtѕ.
The only real point that bears mention compared to what's likely already been covered by a hat jigglebone tutorial is that the weight painting requires more care; the weighting around the shoulder and leg joints is already a dense and delicate mass of weights, and getting everything to come together smoothly within Source's 3 weight-link limit is a challenge.
This is part of why I tend not to bother with buttock bones (the pelvis area is already a mess of intersecting weights), and I will sometimes set up procedural helpers to link up the breast bones to the collar bone, as moving the two bones in kind is both more realistic (e.g. as the collar bone is raised, it pulls the pectoral muscle up with it) and reduces any stretching of the mesh in an area that's a challenge for weight painting.
However, I'd start considering that into "advanced" model making.
I certainly understand there will be discrepancies for each model but the fact there I can’t seem to find one tutorial of “hey guys here’s how I add jigglebones to my SFM models” seems odd
There's not that many experienced modellers creating breast jigglebones for SFW models, and if you can't show naked models, the guide is going to have to entirely gloss over the important steps of weight painting.
That makes sense. Well, if anyone sees this post, I am willing to pay someone to make a video tutorial on this subject!
He specifically looking to create a model, not using the model.
lol yes, i'm bascially looking for a tutorial with this process:
1. Decompiled SFM Model loaded into Blender
2. Here's how I set up jigglebones for breasts and butt
3. Here's how I QC and compile for SFM
that's all...
As noted I know the process will vary for each model, I'm just trying to see how people are setting up the bones and QC.
I guess I can try decompiling an existing jiggleboned model and seeing if I can backtrack to see how they set them up? not sure if I would have access to all the original coding that went into the QC though
$jigglebone "cc_base_l_rib"
{
is_rigid
{
length 10
tip_mass 10
angle_constraint 10
}
has_base_spring
{
base_mass 0
stiffness 700
damping 10
left_constraint -3 3
left_friction 0
up_constraint -0.5 3
up_friction 0
forward_constraint -0.5 0.5
forward_friction 0
}
}
$jigglebone "cc_base_r_rib"
{
is_rigid
{
length 10
tip_mass -10
angle_constraint 10
}
has_base_spring
{
base_mass 0
stiffness 700
damping 10
left_constraint -3 3
left_friction 0
up_constraint -0.5 3
up_friction 0
forward_constraint -0.5 0.5
forward_friction 0
}
}