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Issues with Jiggle bone (TF2)

polycounter lvl 7
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Pandan polycounter lvl 7
EDIT: I should've mentioned this is Blender (2.6+)

Basically, I have my hat well enough in the game so it can be considered a hat.
When I try to add jiggle bones to it (Using this tutorial:[ame="http://www.youtube.com/watch?v=JP9ce_ygeSA"]TF2 Jigglebones Tutorial Using Blender by SgtR007 - YouTube[/ame]) It just doesn't seem to work at all.

And I've read this thread: http://www.polycount.com/forum/showthread.php?t=82020&highlight=jigglebone
I've setup the bones properly and everything.

Pictures of my scene.
http://i.imgur.com/zr3iF.png
Pictures of crabby in HLMV
http://i.imgur.com/qiys7.png
(Notice how my jiggle bones are not listed? Is that normal?)

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

$upaxis Y
$surfaceprop "metal"
$modelname "player/items/spy/0x0222c206/crabby/crabby.mdl"
//
// TODO: Can fps 30 be removed?
//


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

$collisionmodel "crabby.dmx" {
    $automass
}

//
// TODO: FIXME, switchvalue is just LOD * 6
// 2960 : .\itemtest.cpp
//

$lod 6
{
    replacemodel "crabby.dmx" "crabby_lod1.dmx"
}

$jigglebone "jiggle_1" {
    is_flexible {
        yaw_stiffness 100
        yaw_damping 3
        length 20
        yaw_constraint 0 0
    }
}
I'm using the SMD exporter in blender. Which works perfectly- until i discovered this of course.
I bring the hat into the model viewer, and it doesn't jiggle.
I've also tested it in game. No jiggle.

If you guys need more information, let me know! I really appreciate the help.


EDIT: I tried changing the yaw constraints to -5 5 to allow movement, No dice.
I feel this may be a exporting problem, or maybe some bone issue. I'm new to source so bare with me :)

This seems to be an issue with the SMD exporter in blender.
It's not exporting the bones i'm adding.

EDIT2: Confirmed, it seems like blender doesnt like adding bones on export.
No idea how to fix.
[B]writing c:\program files (x86)\steam\steamapps\westomopresto\team fortress 2\tf\models/player/items/spy/0x0222c206/crabby/Crabby.mdl:
bones          964 bytes (1)
animations     124 bytes (1 anims) (1 frames) [0:00]
sequences      220 bytes (1 seq) 
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures        72 bytes
keyvalues        0 bytes
bone transforms        0 bytes
Collision model volume 50.82 in^3
collision        0 bytes
total         1752
-[/B]

1 bones. Just the bip_head
It's not recognizing my other bones. What the actual fuck. Been toying with this for hours.

Replies

  • Noors
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    Noors greentooth
    I don't know blender and this exporter. Someone had troubles with this some weeks ago I think.
    Don't you have to select all the bones and the mesh in order to get everything exported ?
  • Pandan
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    Pandan polycounter lvl 7
    Noors wrote: »
    I don't know blender and this exporter. Someone had troubles with this some weeks ago I think.
    Don't you have to select all the bones and the mesh in order to get everything exported ?

    I'll try that
    EDIT: Nope, No dice.

    I moved on from trying to give it jigglebones for now.

    Now i'm trying to figure out how to mount the crab on the spy's shoulder.
    The QC file ignores anything I put into it.
  • Pandan
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    Pandan polycounter lvl 7
    Basically...

    I can get the hat into game.
    On the spy's head.

    It auto mounts to bip_head

    I want it to mount onto bip_spine_3

    how do i go about doing that?
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