Jigglebones spazzing out

So I ripped this cloak from Oblivion, rigged it, put some jigglebones on it, and put it on my script. It looked kinda cool to have a wavy cape and such, and although it was moving somewhat stiffly it was all fine and dandy, until this happened:

I have NO idea of what part of the jigglebone configuration could possibly be causing this, I really don’t, I never really saw this error while I was testing the cape in singleplayer, and it seems to be caused by really wild motions, and can only be “unlocked” out of that position by doing an equally fast movement.

Here’s the QC


$modelname		"Olden/cloak_jiggle.mdl"
$body RIDGERACER	"ref.smd"
$surfaceprop	"flesh"
$cdmaterials	"models/Olden/cloak"
$scale			1

$sequence idle	"idle.smd" loop fps 1

$texturegroup "alternativeskins"
{
	{ "cloak1" "hood1" }
	{ "cloak2" "hood2" }
	{ "cloak3" "hood3" }
	{ "cloak4" "hood4" }
}

$jigglebone "Bone02" {
	is_flexible {
		yaw_constraint -15 2
		pitch_constraint -10 10
		pitch_damping 1
		yaw_damping 1
		yaw_stiffness 10
		yaw_friction 0
		pitch_friction 0
		pitch_stiffness 10
		length 60
		tip_mass 900
	}
}
$jigglebone "Bone03" {
	is_flexible {
		yaw_constraint -15 2
		pitch_constraint -10 10
		pitch_damping 1
		yaw_damping 1
		yaw_stiffness 10
		yaw_friction 0
		pitch_friction 0
		pitch_stiffness 10
		length 60
		tip_mass 900
	}
}
$jigglebone "Bone04" {
	is_flexible {
		yaw_constraint -15 2
		pitch_constraint -10 10
		pitch_damping 1
		yaw_damping 1
		yaw_stiffness 10
		yaw_friction 0
		pitch_friction 0
		pitch_stiffness 10
		length 60
		tip_mass 900
	}
}
$jigglebone "Bone05" {
	is_flexible {
		yaw_constraint -15 2
		pitch_constraint -10 10
		pitch_damping 1
		yaw_damping 1
		yaw_stiffness 10
		yaw_friction 0
		pitch_friction 0
		pitch_stiffness 10
		length 60
		tip_mass 900
	}
}

$collisionmodel	"cloakmale_phys.smd" { 
	$automass
	$concave
}

$keyvalues
{
   "prop_data"
   {
       "base"  "Flesh.Small"
   }
}

And the files ( Don’t mind the collision, it actually doesn’t need collision ), are right here:

http://www.mediafire.com/?e55a18f55902z7p

Thanks in advance.

I’m not a jiggle bone expert here, but did you go into the model viewer, click on physics, and set how far it can go in the axises?

The jigglebone doesn’t affect physics, so I can’t do that. I got around into changing the angle limits a bit, it kinda works better now, but it still looks really stiff.

Anybody has a good jigglebone configuration for this?

id suggest asking aska or one of the guys who made the Ultimate Chimera Hunt gamemode. one of the pigmasks has a cape that looks really nice :smiley:

I think you have way too much mass set on those.

I’m using this setup on a model and it works pretty well



$jigglebone "root" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}
$jigglebone "jiggle1" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "jiggle2" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "jiggletop" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "jigglebottom" {
	is_flexible {
		yaw_stiffness 700
		yaw_damping 6
		pitch_stiffness 700
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}