Garry's Mod

Garry's Mod

Ragdoll Mover
Kali Nov 2, 2021 @ 6:21am
Move & rotate ragdolled parts, not just resize
Hi!

Can you make this possible?

Also, it's a real pain to use the bone selector from the list.
It should make more sense to simply select part of the ragdoll which should auto select and show(!) the selected part from the list and I can go and select something else from there.

For example I select the head because I know there is the unragdolled neck bone close to it so I can find and edit it fast.

Right now I have to select the "allow selection from the list", scroll down the main window, scroll to find what I'm looking for in the list inside with the other scrollbar -which is time consuming since I have no idea where it might be- and then can edit.

And to remain with this example, once I repositioned the unragdolled neck I would need to reposition the ragdolled head which is not possible.

and to make it clear I don't care about the physics. While the head could appear someplace else I don't mind where the collision -and thus it's manual selection- remain.

Of course I don't just care about the head. There are a lot of possiblilties where this could be useful.
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Showing 1-3 of 3 comments
PenolAkushari  [developer] Nov 2, 2021 @ 6:33am 
moving physbones away from their parent bones isn't something that ragdoll mover can do - their bound there is rather hardcoded. although ragdoll stretch can help with that, if you apply it to a ragdoll then you get some ability to move physbones, but on valve models moving head too far away will snap it back to "usual" place. doesn't happen for majority of workshop models though.

ragdoll stretch tool: https://steamcommunity.com/sharedfiles/filedetails/?id=529986984&searchtext=ragdoll+stretch
Kali Nov 2, 2021 @ 9:54am 
Thank you! That exactly what I wanted. It cooperate with your tool perfectly.

Would you consider to implement the changes about the bone selection?
To auto select the bone from the list & auto scroll there with the second scroll bar.

In my opinion the "allow selection from the list" is not even needed. First select with the tool and overwrite the target with the list if needed.

__________
Offtopic but you seem to know a great deal about gmod & source engine.

Do you know any way to re-enable noclip-acceleration? So I could move with the same logic as without noclip?
I guess the sv_noclipacceleration was used for this but it has no effect now.
PenolAkushari  [developer] Nov 2, 2021 @ 10:12am 
dunno about updating the bonelist itself as of right now, as "getting neighbour bones" seems like a mess, although won't deny that it is possible.

i was thinking once i get time, i could do a little rewrite for the tool in summer, so i could look into straight up selecting non physical bones through raytracing rather than using the bonelist, kinda like vanilla bone manipulator does.

as well as make the angle gizmos correlate with the bone manipulation of non physical bones as they seem to use euler's angles, which are weird and prone to gimball lock.

dunno about the noclip stuff, sorry, didn't really look into that.
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