• Bonemerge and animations/ragdolls?
    5 replies, posted
I am not sure whether this should go in here, general discussion, or modelling. Correct if necessary. So I just need to know this: 1: Is there a way to bonemerge two ragdolled objects and have them keep physics while being attached? 2: Is there a way to edit the bones of a model that has been bonemerged to another? 3: Is there a way to play animations on a model that has been bonemerged to another? 4: Is there a way to move entities/models/effects by editing the position of their origin bone? Failing all that, I need a method to place two models on the same spot effectively so their animations can synch, and a method of connecting ragdolls while letting the ragdolls keep full individual articulation.
I'm not sure if you're used to PAC3, but download that addon, it can bonemerge models with the click of a button, go check out some tutorials on it. But to answer your questions, i'll use PAC3. 1: If you try to bonemerge a model with another model but with a different bone structure, then that other model will deform it's limbs, but that doesn't happen if you bonemerge a model with another that has the same structure. But it is possible to bonermerge models with different bone structures, but you have to go through each bone manually (See UltimatePac3 in youtube, he explains this). 2 and 3: They're just blended together to form 1 entity. 4: If you're moving a ragdoll, i recommend using advanced bone manipulator and aim for the pelvis because that's their point of origin. Also, since you're going for a ragdoll, you'll have to edit the outfit's owner to the ragdoll. Just click the 3 dots in the owner tab and click on the square placed on that certain ragdoll.
1) No. Ragdolls cannot be bonemerged onto other objects. My Easy Bonemerge Tool creates a new entity for each child entity, so it works with any entity. There's a difference between a ragdoll entity ( the thing you spawn from Q menu which appears on ground and can be moved with physgun ) and ragdoll model ( a file that contains the vertex and bone data, basically ). 2) No, not in-game. Why would you want to anyway? 3) No. You can play animations on the parent entity though, since you know, they are bonemerged and their bones will always be in the exact same position. 4) I don't understand what you are saying here really. If you mean move them in game, then kinda no, you do not use bone positions for that, you use the entity positions for that. If you'd explain what exactly you are trying to do, I'll be able to me of more help. [QUOTE=Portugalotaku;50630634] Failing all that, I need a method to place two models on the same spot effectively so their animations can synch, and a method of connecting ragdolls while letting the ragdolls keep full individual articulation.[/QUOTE] Again, if we talk in game, if the two models have same rig/skeleton, you can use bonemerge to basically merge 2 entities into 1. For example if you bonemerge ragdoll#1 onto ragdoll#2, the only ragdoll you will be able to interact with is ragdoll#2, while ragdoll#1 will appear attached to ragdoll#2 as if the two models are just 1 model, each bone on each model will be in the exact same position without possibility to be separated ever again, unless one of the entities are removed.
Sorry if this came out as confusing, I will elaborate: [t]http://i63.tinypic.com/14j713l.jpg[/t] I am trying to port this model, but it simply has too many bones, so I split the model between the body and the tentacles. For the sake of the ragdoll, the ragdolled tentacles can simply be attached to the nozzles, no problem there. The issue is the animated version of the model. It is a similar issue to the TF2 tank robot: I need to have the two models share the exact same root coordinates so their animations align properly. 2: I was hoping that a model could still be posed even after being attached to another 4: Related to the above, I need to align these models together, and they share the same root bone for that effect.
You won't be able to make an actual prop_ragdoll like this. You will have to either reduce the bone count, or use custom studiomdl.exe to bypass the default 128 bone limit. [editline]2nd July 2016[/editline] Even though creating a 128+ moving part ragdoll is extremely bad idea, especially for multiplayer.
[QUOTE=Robotboy655;50634090]You won't be able to make an actual prop_ragdoll like this. You will have to either reduce the bone count, or use custom studiomdl.exe to bypass the default 128 bone limit. [editline]2nd July 2016[/editline] Even though creating a 128+ moving part ragdoll is extremely bad idea, especially for multiplayer.[/QUOTE] I know, and I already solved the ragdoll. The body and each of the 4 tentacles are separate. Due to the tentacles being attached to nozzles, its merely a case of spawning all 5 models and assembling the full thing. This way I can also have each tentacle have around 22 moving parts, maximizing flexibility. My problem is with the Animated model, I split it in 2 to bypass the bone limit, and I need a simple way of aligning the two separate models. That is all.
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