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: [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
>
> _______________________________________________
> 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