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Crowbar [Source Engine Modding Tool] CrowbarTool
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Crowbar [Source Engine Modding Tool] CrowbarTool
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Hika Apr 1, 2022 @ 4:37am
Help with physics model
So, I've been porting a model from SFM to Garry's Mod. I created a collision model in blender and assigned everything to the main bones.

Everything compiles fine but I have some issues. In game, touching the ragdoll at all causes it to spazz out. Crowbar, and the in-game bone editor does not show any of the finger bones (I renamed them to the Valvebiped ones.) Finally, in Crowbar when I try to test the different physics joints they don't move at all.

The SFM model I'm using already had a ragdoll.smd compiled. Do you reckon that's the problem, or could it be my physics model or QC file? Can post the contents of both if needed.

EDIT: Ok I'm just incredibly stupid, the min and max values were not set and thats why the model doesn't move in Crowbar.

My problems with missing finger bones and model spazzing still persist however. I updated my physics model some and it seems to become less tempermental, but still happens.
Last edited by Hika; Apr 1, 2022 @ 7:40am
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Showing 1-5 of 5 comments
jahpeg Apr 1, 2022 @ 11:26am 
what's your ragdoll's inertia at? are there any unnecessary bones in your ragdoll model (i.e neck, shoulders)
Hika Apr 1, 2022 @ 11:38am 
Originally posted by scudgel:
what's your ragdoll's inertia at? are there any unnecessary bones in your ragdoll model (i.e neck, shoulders)

The inertia for all the bones is set to 2. The ragdoll has 1 neck bone and a left and right collarbone, but I've assigned all of those to parts of my collision model. The only bones that I haven't assigned to anything are the skirt, hair, eyes and tongue.

I will say that this is my first time doing this, and my first time ever touching blender, so I'm a little lost.
jahpeg Apr 1, 2022 @ 12:27pm 
Originally posted by Hika:
Originally posted by scudgel:
what's your ragdoll's inertia at? are there any unnecessary bones in your ragdoll model (i.e neck, shoulders)

The inertia for all the bones is set to 2. The ragdoll has 1 neck bone and a left and right collarbone, but I've assigned all of those to parts of my collision model. The only bones that I haven't assigned to anything are the skirt, hair, eyes and tongue.

I will say that this is my first time doing this, and my first time ever touching blender, so I'm a little lost.
try setting inertia to 10 or so
Hika Apr 1, 2022 @ 12:46pm 
Originally posted by scudgel:
Originally posted by Hika:

The inertia for all the bones is set to 2. The ragdoll has 1 neck bone and a left and right collarbone, but I've assigned all of those to parts of my collision model. The only bones that I haven't assigned to anything are the skirt, hair, eyes and tongue.

I will say that this is my first time doing this, and my first time ever touching blender, so I'm a little lost.
try setting inertia to 10 or so


I deleted the neck, collar, tongue, hair, and skirt bones, redid the physics constraits and set the intertia to 10. It's pretty stable now but still slightly twitchy if you move it wrong. I think I'm on the right track.
jahpeg Apr 1, 2022 @ 1:31pm 
Originally posted by Hika:
Originally posted by scudgel:
try setting inertia to 10 or so


I deleted the neck, collar, tongue, hair, and skirt bones, redid the physics constraits and set the intertia to 10. It's pretty stable now but still slightly twitchy if you move it wrong. I think I'm on the right track.
might want to also look at $jointcollide, which allows you to list what bones should collide with what other bones

example usage:
$jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_R_Forearm" $jointcollide "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_Spine2" $jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_Spine2"

allowing only main body parts to collide amongst themselves means minor bones (such as skirt bones) might stop spazzing as they won't constantly try to collide with each other
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Date Posted: Apr 1, 2022 @ 4:37am
Posts: 5