Just create a stub for it and throw the cleanup flag on top. Someone is bound to see it and clean up the article.
On Nov 10, 2007 9:15 PM, Jake Breen <[EMAIL PROTECTED]> wrote: > 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: [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 > >> > >> > >> > > > > > > _______________________________________________ > > 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 > > -- ~skidz _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

