Source Filmmaker

Source Filmmaker

Mystic Monkey Jun 16, 2021 @ 12:08pm
Apply jiggle to set bones?
You know how some TF2 models have jigglebones to simulate needed physics for that model in an active game? Things like feathers, capes and hair that need jigglebones to have more natural movement to them when the character itself moves.
I know when these models are in SFM they already have jiggle to them, what I want to know is, is it posible to assign certain bones on a model a degree of jiggle? Preferably with a procedural.

If there is nothing like it in SFM, is there a script for it on workshop or SFMLab? I wouldn't know what it be called or what to search for it.

Such a thing would be particularly helpful for those who struggle in making natural movements for their characters and objects.
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Showing 1-6 of 6 comments
ZergSquad Jun 16, 2021 @ 12:56pm 
Last edited by ZergSquad; Jun 16, 2021 @ 12:56pm
Mystic Monkey Jun 16, 2021 @ 1:09pm 
Decompiling is one way to do it next to animating the physics yourself. But I'm hoping for more convenient solution. Like a procedural or a script that can simulate jiggle physics.

After all, there is a "Jitter" procedural which while sets a various bones to move randomly about at a set range it still allows you to control how random the range is.
And "Smooth" allows you to smooth out certain movements and edges.

So I'm wondering, if it's possible to simulate jiggle in SFM, or if there is a script out there for it.
Mystic Monkey Jun 16, 2021 @ 4:44pm 
Originally posted by R234:
Not really. This is the closest you'll get: https://steamcommunity.com/app/1840/discussions/0/684839198969754366/#c684839198986688471
While not precisely what I want it is still a very impressive work-around to the problem. Though I imagine if you want to use it to give more "bounce" to a character then you'd just be covering them in fish.
ZergSquad Jun 16, 2021 @ 4:47pm 
Originally posted by Mystic Monkey:
Decompiling is one way to do it next to animating the physics yourself. But I'm hoping for more convenient solution. Like a procedural or a script that can simulate jiggle physics.

After all, there is a "Jitter" procedural which while sets a various bones to move randomly about at a set range it still allows you to control how random the range is.
And "Smooth" allows you to smooth out certain movements and edges.

So I'm wondering, if it's possible to simulate jiggle in SFM, or if there is a script out there for it.
depents of what you want to do, if u see on any model any JB that works similar as you need, you can just lock this model to bone that u need, than just bake JB and use constraints to transfer its jiggle to bone u need... i did that many times :D
Last edited by ZergSquad; Jun 16, 2021 @ 4:47pm
Mystic Monkey Jun 16, 2021 @ 5:12pm 
I know how to recompile with Crowbar, just seems like a hassle for something that should at least be a right-click option on par with Add Scale Control. I would make such a script myself for SFM workshop but I do not know the first thing on making scripts for SFM... I only know how to import basic models.

If SFM uses the same engine as other Source games that uses jigglebones and can bake and constrain jigglebone movement then it sounds like SFM is capable of simulating jigglebone movement just does not know how... which makes me wonder if it's possible to apply jiggle-joints to an existing model through the Element Viewer.
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Date Posted: Jun 16, 2021 @ 12:08pm
Posts: 6