STEAM GROUP
Blender Tutorial Community BlenderTuts
STEAM GROUP
Blender Tutorial Community BlenderTuts
32
IN-GAME
237
ONLINE
Founded
October 16, 2012
Language
English
Location
United States 
All Discussions > Dota 2 Modeling > Topic Details
Those godforsaken jigglebones
So, I'm pretty much done completing my hat - the only thing missing is a jigglebone I want to include. I followed SgtR007's tutorial https://www.youtube.com/watch?v=JP9ce_ygeSA down to a tee more than a few times. Everything goes great until I get to the 6:44 mark... At this part, I would open up Source SKD itemtest to compile everything, then open the .qc file, but it looks so much different.
Here is the exact process I go through:

Once finished with my model, I export it as an SMD.
After that I export two more LODs to the same folder.
Then I launch Source SDK, then go to itemtest, put in my LODs and .TGA then compile
Once compiling is done I go to "Explore MDL Content Dir"
Then I open my .qc with notepad++

Then I put in the Jiggblebone code, save, and compile the .qc with GUIStudioMDL. This is the result:


//
// TODO: parts/dmx ?
// TODO: $surfaceprop is hardcoded
// TODO: Is .mdl extension required?
//

$upaxis Y
$surfaceprop "metal"
$modelname "player/items/soldier/0x05df7880/jigglebonetest/JiggleBonetest.mdl"
//
// TODO: Can fps 30 be removed?
//


$body body "JiggleBonetest.dmx"
$sequence idle "JiggleBonetest.dmx" fps 30

$collisionmodel "JiggleBonetest.dmx" {
$automass
}

//
// TODO: FIXME, switchvalue is just LOD * 6
// 2959 : itemtest.cpp
//

$lod 6
{
replacemodel "JiggleBonetest.dmx" "JiggleBonetest_lod1.dmx"
}

//
// TODO: FIXME, switchvalue is just LOD * 6
// 2959 : itemtest.cpp
//

$lod 12
{
replacemodel "JiggleBonetest.dmx" "JiggleBonetest_lod2.dmx"
}
$jigglebone "jiggle_1" {
is_flexible {
yaw_stiffness 100
yaw_damping 5
pitch_stiffness 100
pitch_damping 5
tip_mass 20
length 20
angle_constraint 90 }
}

Upon launching HLMV and even TF2 after compiling, I see no movement in my hat whatsoever. I have no idea what I'm doing wrong. I've tried Googling the answer, but I can't find anything helpful. Sorry if this topic has been addressed before, but I am totally lost on this one.

Using Blender 2.67b-windows32

Thank you!
< >
Showing 1-5 of 5 comments
HellJumper Jul 20, 2013 @ 12:00am 
Don't use the SourceSDK item test to compile. I have never mentioned the SDK itemtest in any of my tutorials because it can't compile correctly. Use GUIstudioMDL to compile manually, but even then I don't think I'll be answering any questions regarding manually compiling anymore since the TF2 team directly said it's not worth your time.

Use the in-game importer to compile.

I would suggest making your model and setting up the jiggle bones, then export your model to .smd format. When you have the lods and textures ready to go, open up TF2 and use the new beta-importer to import your model. Before you compile, click the "Edit QC" button to enter in custom QC lines which would correspond to your jigglebone.
Last edited by HellJumper; Jul 20, 2013 @ 12:02am
Thanks for the reply, I'll try that now and I'll let you know how it goes!
HellJumper Jul 20, 2013 @ 12:15am 
If you need help compiling via the new importer, you can check out this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=155101824

Also this is important, when you click "preview", jigglebones won't work. You will need to hit finalize and then load up your compiled model using the testitem map. This is a bug with the previewer, so you're unfortunately going to have to test the jigglebones after you finalize.
I... I think I love you.
This has been driving me crazy for a few days. Your suggestion worked out perfectly! Thanks so much for your help!
HellJumper Jul 20, 2013 @ 2:10am 
Glad I could help. And since you used the in-game importer, your item will have a nifty gold star which makes it 10x easier for valve to implement.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

All Discussions > Dota 2 Modeling > Topic Details