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
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.
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?