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: [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
> >>
> >>
> >>
> >
> > _______________________________________________
> > 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

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