Jigglebone tipmass interfering with ragdoll weights?
4 replies, posted
I'm working on a playermodel that has jiggleboned hair, and I decided to edit the physics mesh so that it included the hair so it was easier to pose, and if there's a player mod that changes the ragdol on death, so it's more amusing. (I'm also learning all of this stuff, so it was good practice!) The issue is, that in order to have the hair react to gravity in a somewhat believable way, the tipmass of each jigglebone has to be set to pretty high values - upwards of 50, 100, and the like. This was fine until I added the physics mesh, now the ragdolled hair acts like sacks of bricks due to the tipmass weight.
I tried to add $jointmassbias to the qc file above the restraints, but it doesn't seem to have done anything. Here's one of the jigglebones - the rest are pretty similar.
$jigglebone "HairPonyTail1" {
is_flexible {
length 10
tip_mass 1000
pitch_stiffness 100
pitch_damping 10
yaw_stiffness 100
yaw_damping 10
allow_length_flex
along_stiffness 100
along_damping 10
pitch_constraint 20 100
pitch_friction 0
pitch_bounce 0
yaw_constraint -100 100
yaw_friction 0
yaw_bounce 0
$jointmassbias "hairponytail1" 1.00
$jointconstrain "hairponytail1" x limit -111.00 17.00 0.00
$jointconstrain "hairponytail1" y limit -149.00 149.00 0.00
$jointconstrain "hairponytail1" z limit -45.00 46.00 0.00
formatted a bit different, but there they are. I know that changing the tipmass would do the trick, but is there some sort of way to override the ragdoll mass and keep the intended effect on the hair jigglebones?
You could rotate the bones, so their local z axis points in the way the gravity is supposed to affect them. That means downward. That is the physical reference without adding the weight to turn them. The yaw and pitch aka local x and y control the amount of how much the bone can move around. Basicly a stick inside a cone in the z direction. You should also remove the allow_length_flex.
Oh, thanks! I'll play around with that - a friend let me borrow their jigglebones for the ponytail, except they're only jigglebones, not part of the ragdoll. So there's no way to have some other value override tipmass in the ragdoll? I know it's awfully nit-picky and a lil' dumb, but I'd hate to lose this effect ;
https://files.facepunch.com/forum/upload/452229/c85f96f6-d614-4731-bbf5-fbdafa127c41/image.png
I'm not aware of any overide. Can only lower the weight. Also just noticed combinig ragdoll and jiggle on the same bone may actually a bad idea. I'm not sure if those are the same functionality and that values do cooperate. You should decide if you wanna pose it or "simulate" it. Or you may have to add another bone that is just the ragdoll bone and parent the jiggle on it. Means if you move the ragdoll bone the jiggle will still be calculated, seperately on top of it.
I've been mucking around, so far, this keeps happening lol. I'll keep messing with it to see if I can fix it
https://files.facepunch.com/forum/upload/452229/bcda6737-65e3-4004-9557-896ffb6ec408/image.png
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