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

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