• How do you make a ragdoll physics model
    6 replies, posted
My friend is trying to make this character into a Ragdoll, and he's trying to make a ragdoll physics model, but for some reason it keeps getting screwed up. I found that the .phy that is generated is the main problem. He says "I think i have all the bones setup correctly". He needs to figure out how because he is releasing a Half-Life 2 Leak Model pack with ragdoll's, so please help. Thank you. the .qc is. $modelname "samuel.mdl" $cd ".\" $cdmaterials "models/samuel" $scale 1.0 $bbox -7.137228 -13.231906 -0.203499 6.687223 13.807216 71.441162 $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $eyeposition 0.000000 0.000000 0.000000 //reference mesh(es) $body "samuel" "samuel_reference_lod0" $collisionjoints "samuel_phys.smd" // 21 hit box(es) $hbox 0 "Bip01 Spine" -3.968633 -5.661861 -7.520464 6.157946 5.879478 7.329736 $hbox 0 "Bip01 R Thigh" 0.000000 -6.551160 -4.049663 17.254902 5.898713 4.605746 $hbox 0 "Bip01 Spine2" -0.955621 -3.792860 -7.925900 4.486281 5.617164 8.026340 $hbox 0 "Bip01 Spine3" -0.550601 -5.230564 -7.341443 7.102485 4.924857 7.607095 $hbox 0 "Bip01 L Thigh" 0.000000 -6.122302 -4.617983 17.254902 5.975522 3.261316 $hbox 0 "Bip01 Neck" -0.000001 -2.264592 -2.567491 3.717668 2.438985 2.305853 $hbox 0 "Bip01 R Clavicle" 0.000000 -2.342457 -0.995648 5.976925 4.159821 1.560105 $hbox 0 "Bip01 R UpperArm" 0.000000 -2.748704 -2.584333 14.958654 3.532171 2.107650 $hbox 0 "Bip01 L Clavicle" 0.000000 -1.550115 -0.738597 5.847280 3.781467 0.969380 $hbox 0 "Bip01 L UpperArm" 0.000000 -2.732307 -2.430847 14.848391 3.548664 2.407553 $hbox 0 "Bip01 L Forearm" 0.000000 -2.647004 -2.246515 13.285501 2.330700 2.015854 $hbox 0 "Bip01 R Forearm" 0.000000 -2.649632 -1.927914 12.907601 2.328086 2.334456 $hbox 0 "Bip01 R Hand" 0.000000 -0.985249 -2.393516 5.348421 0.970834 2.796684 $hbox 0 "Bip01 L Hand" 0.000000 -1.080885 -3.037581 5.408617 0.893372 2.396036 $hbox 0 "Bip01 L Calf" 0.000000 -4.145693 -3.063038 17.602394 3.904170 3.107828 $hbox 0 "Bip01 L Foot" -0.760869 -4.174517 -2.870320 3.989464 5.003930 2.920127 $hbox 0 "Bip01 R Calf" 0.000000 -4.112741 -2.801433 17.591366 4.061182 2.960696 $hbox 0 "Bip01 R Foot" -1.588719 -4.060723 -3.184660 3.989469 5.003930 2.823378 $hbox 0 "Bip01 R Toe0" -1.021799 -0.032067 -2.402956 3.850263 3.384808 2.385849 $hbox 0 "Bip01 L Toe0" -1.052593 -0.032062 -2.344523 3.867290 3.384815 2.442579 $hbox 0 "Bip01 Head" -0.559979 -4.276175 -4.031604 9.381549 5.344576 3.791685 // 1 animation sequence(s) $sequence "idle01" "idle01" fps 30 loop $sequence ragdoll "samuel_phys" FPS 30 activity ACT_DIERAGDOLL 1
[url=http://facepunch.com/showthread.php?t=542906]Posted this link in the other thread[/url] Have you looked through that guide yet? It goes through pretty much everything you need to know.
[QUOTE=Daemon White;46813963][url=http://facepunch.com/showthread.php?t=542906]Posted this link in the other thread[/url] Have you looked through that guide yet? It goes through pretty much everything you need to know.[/QUOTE] He said the guide doesnt help and he has done all the things in the guide. The ragdoll physics is screwed up and it makes the models clip into walls.
Open it up in the Half Life Model Viewer check show 'Physics Model' [IMG]http://puu.sh/dPehZ/b405a1b932.png[/IMG] Show us a picture of what you get in the viewer. I'm pretty sure his physmodel file isn't correct.] Edit: Wait, is that all that is inside the QC file ? If so, its missing a lot of collisionjoint commands and parameters, such as how much each joint/bone can rotate in each axis, and a few other important things. I don't think your friend read all the parts of Mario's guide.
[QUOTE=ferdam;46818202]Open it up in the Half Life Model Viewer check show 'Physics Model' [IMG]http://puu.sh/dPehZ/b405a1b932.png[/IMG] Show us a picture of what you get in the viewer. I'm pretty sure his physmodel file isn't correct.] Edit: Wait, is that all that is inside the QC file ? If so, its missing a lot of collisionjoint commands and parameters, such as how much each joint/bone can rotate in each axis, and a few other important things. I don't think your friend read all the parts of Mario's guide.[/QUOTE] The picture is in the link [url]https://www.dropbox.com/s/lnqvh4iyz5bvo78/Screenshot%202014-12-30%2023.16.34.png?dl=0[/url]. He says it should be seperated into parts, but it isnt.
The physics model appears to be ok, maybe it will suffer of spazzing but it should compile and work fine. The thing is, you haven't set the $collisionjoint commands in your QC, such as $jointconstrain, which does the axis rotation limits for your ragdoll. That's why your model isn't showing up as ragdoll in-game. To do this, you can simply open the model on HLMV, and at 'Physics' tab you will be able to set all those limits for your model's joints and then you can simply click 'Generate QC' which will output a bunch of codes to your clipboard, this should replace '$collisionjoints "samuel_phys.smd"' in your QC code. Good luck.
[QUOTE=ferdam;46826508]The physics model appears to be ok, maybe it will suffer of spazzing but it should compile and work fine. The thing is, you haven't set the $collisionjoint commands in your QC, such as $jointconstrain, which does the axis rotation limits for your ragdoll. That's why your model isn't showing up as ragdoll in-game. To do this, you can simply open the model on HLMV, and at 'Physics' tab you will be able to set all those limits for your model's joints and then you can simply click 'Generate QC' which will output a bunch of codes to your clipboard, this should replace '$collisionjoints "samuel_phys.smd"' in your QC code. Good luck.[/QUOTE] Well, he said that there are no limits on the joints and he needs help. His steam is: [url]http://steamcommunity.com/id/Vipervgts/[/url]
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