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: [email protected]
> 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: <[email protected]>
> 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..
> >>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>> archives, please visit:
> >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> --
> >>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>> archives, please visit:
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>> _______________________________________________
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>> archives, please visit:
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>
> >>>> --
> >>>> -omega
> >>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>
> >>
> >>
> >> --
> >> -omega
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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