Never mind about creating that article, can't describe how they work :x
Jake Breen wrote:
I'll try and start an article about it...also
Proof of concept - Hair
http://youtube.com/watch?v=4cc6N8mWPRg
OvermindDL1 wrote:
Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?
On 11/10/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
Ah, that's pretty cool.
I didn't rotate the model around really fast so i didn't see it at
all ;(
On Nov 10, 2007 9:54 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:
Lovely, just lovely!! Thanks Jay!
Jay Stelly wrote:
Yeah - we call that "jiggle bones" - there's a little simulator
you can
configure in your qc with the orange box engine. It's something
one of
the Turtle Rock guys developed for CS:S or L4D. You can see the
simulation in hlmv. I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:
//
// jiggle bones for antlion worker
//
$jigglebone "Antlion.AntR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 8
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
}
$jigglebone "Antlion.AntL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 7
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
}
$jigglebone "Antlion.glasswingR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 6
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
}
$jigglebone "Antlion.glasswingL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 5
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
}
Jay
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!
Holy, I never noticed that before. I'd like to know how its
done as well.
----- Original Message -----
From: "Jake Breen" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!
http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see
they bounce
around with the movement of the camera.
Tony "omega" Sergi wrote:
you must have different models than i do.
On Nov 10, 2007 6:50 PM, Jake Breen
<[EMAIL PROTECTED]>
wrote:
Chell's hair, and the antlion workers wings both move
along with the
camera, and in animations, are not from the actual animation.
Tony "omega" Sergi wrote:
how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.
On Nov 10, 2007 5:54 PM, Jake Breen
<[EMAIL PROTECTED]>
wrote:
Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..
Tobias Kammersgaard wrote:
--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?
/ProZak
On 10/11/2007, Jake Breen
<[EMAIL PROTECTED]> wrote:
I just noticed The Antlion Worker's wings and such,
and Chell's
hair have live physics. I was wondering how do you do
this? Or
if anyone outside of Valve knows..
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