Maestro_Fénix_playermodels_pack (FINAL)(Now in addon format)

Obsidian Conflict Playermodels go here.
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lwhyl Infiltrator
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Post by lwhyl Infiltrator »

ok, i figured out wat th elagg was, just the net connnection i was using...my bad
Why...
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TESLA-X4
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Post by TESLA-X4 »

Maestro Fénix wrote:Yes, i have again the "eyeball_r" error with the vortigaunt H.E.V. model.
Try replacing 'eyeball_r' and 'eyeball_l' with 'vort_eye'.
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Post by lwhyl Infiltrator »

can someone TRY to help me out with this model...its the ONLY model that dosent work for me...
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MaestraFénix
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Post by MaestraFénix »

TESLA-X4 wrote:
Maestro Fénix wrote:Yes, i have again the "eyeball_r" error with the vortigaunt H.E.V. model.
Try replacing 'eyeball_r' and 'eyeball_l' with 'vort_eye'.
Hmm, worked, but i have another error:

unknown flex jaw_underage

unknown flex jaw_overage

if i delete the lines that contain these words, the model compile, but the model generated is very weird and useless.
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lwhyl Infiltrator
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Post by lwhyl Infiltrator »

ay! It worked when i downloaded it from the pm...i wonder why it didnt work b4...
Why...
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Post by TESLA-X4 »

Maestro Fénix wrote:unknown flex jaw_underage

unknown flex jaw_overage

if i delete the lines that contain these words, the model compile, but the model generated is very weird and useless.
Sounds like you're trying to recompile the NPC version which I doubt will work, since the skeleton is different. Try the player one instead.
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Post by MaestraFénix »

Ok, i´ll try it when back to my holidys. Bye :3
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Post by MaestraFénix »

About the Vortigaunt model, Fug have did it more faster than me, so, if someone wants the models, can download it in his pack.

Now, i have a doubt. I should PM XenoAsiam to make a playermodel of this model?:

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Note: I DL the model to see it better in HLMV. I don´t changed or modified anything.

Good:
  • Have jigglebones in hair and, well, in her b.....
  • It´s Lucy, from the Anime Elfen Lied!!!
Bad:
  • Her face is, strange...
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Post by Shana »

You will break jigglebones when you decompile it, at least the .qc part.
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Post by MaestraFénix »

W0rf0x wrote:You will break jigglebones when you decompile it, at least the .qc part.
Hmm, i don´t thank about that. I´ll read more information about this and later try it.
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Post by MaestraFénix »

I have news:

W0rf0x, you were right. To the decompile the model, the jiggleBones are break. But i find this:

http://www.facepunch.com/showthread.php?t=561952

The bad news are that the link of the decompiler are no longer exists. (if someone have a Facepunch account, please, help me posting in that post to request the upload again of the archive).

So, the work with the Lucy model are paused.

But i see another model that can be interesting...
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Post by destiny »

mind sharing with us wich one it is?
anime watcher and manga reader and doesnt care what others think of it.
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Post by MaestraFénix »

Ok, was the cell-shaded model of Eureka SeveN. But the ragdoll have different skeleton of VALVe models. Because i can´t modify that (i don´t know modeling), i discarded that.

Reason of stop working of this model: compilated model crash HLMV (and probally the game) because the use of animations in a different skeleton.
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Post by xenoaisam »

aww... why not just ask me the qc.. here:

Code: Select all

$cd "D:\KerjaSampingan\lucy\hl2"
$surfaceprop "flesh"

$modelname "Lucy.mdl"
$cdmaterials "Lucy\"

//=============================================
//HITBOX
//=============================================

$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -2.250  -5.000  -3.150  7.250  5.000  3.350
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -0.810  -2.250  -3.050  11.190  2.750  1.200
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.250  -1.880  -2.000  11.750  1.620  1.000
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.070  -1.500  6.000  0.680  3.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.500  -2.250  -1.250  11.500  2.750  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.820  -1.900  -1.150  11.180  1.600  1.850
$hbox 5 "ValveBiped.Bip01_R_Hand" -0.500  -1.130  -3.250  5.500  0.630  1.750
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.500  -3.500  -3.250  17.500  4.500  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.740  -2.350  -2.150  17.740  3.650  2.350
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.000  -1.800  -1.450  6.000  3.200  2.050
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.170  -1.500  -1.300  2.570  0.300  1.700
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.500  -3.500  -3.000  17.500  4.500  3.000
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.740  -2.350  -2.350  17.740  3.650  2.150
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.000  -1.750  -2.150  6.000  3.250  1.350
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.000  -1.380  -1.630  2.740  0.380  1.630
$hbox 3 "ValveBiped.Bip01_Pelvis" -5.250  -3.880  -6.250  5.750  4.120  3.750
$hbox 3 "ValveBiped.Bip01_Spine1" -4.500  -2.000  -4.980  3.500  6.000  4.970
$hbox 2 "ValveBiped.Bip01_Spine2" -0.500  -2.500  -6.000  10.500  7.500  6.000

//=============================================
//ATTACHMENT
//=============================================

$eyeposition 0 0 70
$attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "amulet" "ValveBiped.Bip01_Spine4" 0.30 5.00 0.00 rotate -0.00 90.00 90.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 0.00 rotate -0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 0.00 rotate -0.00 0.00 -0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 0.00 rotate -0.00 -0.00 0.00
$attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.50 1.00 2.00 rotate -90.00 -90.00 0.00
$attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.50 0.50 -2.00 rotate -90.00 -90.00 0.00
$attachment "physgun_attachment" "ValveBiped.physgun_attachment" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "emp" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 5.00 rotate -90.00 -90.00 0.00
$attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28
$attachment "forward" "ValveBiped.forward" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "forward" "ValveBiped.Bip01_Head1" 0.0 0.0 0.0 rotate 0 -80 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -3.17 63.60 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90

//=============================================
//FACIAL ANIMATION SECTION
//=============================================
$model Miku "lucy_ref.smd"{

flexfile "blank.vta"
flex "blank" frame 10
flexcontroller "phoneme" "blank" "range" 0 1
%blank = blank

flexfile "blink.vta"
flex "blink" frame 10
flexcontroller "eyelid" "blink" "range" 0 1
%blink = blink

flexfile "right_lid_closer.vta"
flex "right_lid_closer" frame 10
flexcontroller "eyelid" "right_lid_closer" "range" 0 1
%right_lid_closer = right_lid_closer

flexfile "left_lid_closer.vta"
flex "left_lid_closer" frame 10
flexcontroller "eyelid" "left_lid_closer" "range" 0 1
%left_lid_closer = left_lid_closer

flexfile "right_inner_raiser.vta"
flex "right_inner_raiser" frame 10
flexcontroller "brow" "right_inner_raiser" "range" 0 1
%right_inner_raiser = right_inner_raiser

flexfile "left_inner_raiser.vta"
flex "left_inner_raiser" frame 10
flexcontroller "brow" "left_inner_raiser" "range" 0 1
%left_inner_raiser = left_inner_raiser

flexfile "right_outer_raiser.vta"
flex "right_outer_raiser" frame 10
flexcontroller "brow" "right_outer_raiser" "range" 0 1
%right_outer_raiser = right_outer_raiser

flexfile "left_outer_raiser.vta"
flex "left_outer_raiser" frame 10
flexcontroller "brow" "left_outer_raiser" "range" 0 1
%left_outer_raiser = left_outer_raiser

flexfile "right_lowerer.vta"
flex "right_lowerer" frame 10
flexcontroller "brow" "right_lowerer" "range" 0 1
%right_lowerer = right_lowerer

flexfile "left_lowerer.vta"
flex "left_lowerer" frame 10
flexcontroller "brow" "left_lowerer" "range" 0 1
%left_lowerer = left_lowerer

flexfile "right_upper_raiser.vta"
flex "right_upper_raiser" frame 10
flexcontroller "mouth" "right_upper_raiser" "range" 0 1
%right_upper_raiser = right_upper_raiser

flexfile "left_upper_raiser.vta"
flex "left_upper_raiser" frame 10
flexcontroller "mouth" "left_upper_raiser" "range" 0 1
%left_upper_raiser = left_upper_raiser

flexfile "right_corner_puller.vta"
flex "right_corner_puller" frame 10
flexcontroller "mouth" "right_corner_puller" "range" 0 1
%right_corner_puller = right_corner_puller

flexfile "left_corner_puller.vta"
flex "left_corner_puller" frame 10
flexcontroller "mouth" "left_corner_puller" "range" 0 1
%left_corner_puller = left_corner_puller

flexfile "right_corner_depressor.vta"
flex "right_corner_depressor" frame 10
flexcontroller "mouth" "right_corner_depressor" "range" 0 1
%right_corner_depressor = right_corner_depressor

flexfile "left_corner_depressor.vta"
flex "left_corner_depressor" frame 10
flexcontroller "mouth" "left_corner_depressor" "range" 0 1
%left_corner_depressor = left_corner_depressor

flexfile "chin_raiser.vta"
flex "chin_raiser" frame 10
flexcontroller "mouth" "chin_raiser" "range" 0 1
%chin_raiser = chin_raiser

flexfile "right_part.vta"
flex "right_part" frame 10
flexcontroller "phoneme" "right_part" "range" 0 1
%right_part = right_part

flexfile "left_part.vta"
flex "left_part" frame 10
flexcontroller "phoneme" "left_part" "range" 0 1
%left_part = left_part

flexfile "right_puckerer.vta"
flex "right_puckerer" frame 10
flexcontroller "phoneme" "right_puckerer" "range" 0 1
%right_puckerer = right_puckerer

flexfile "left_puckerer.vta"
flex "left_puckerer" frame 10
flexcontroller "phoneme" "left_puckerer" "range" 0 1
%left_puckerer = left_puckerer

flexfile "right_funneler.vta"
flex "right_funneler" frame 10
flexcontroller "phoneme" "right_funneler" "range" 0 1
%right_funneler = right_funneler

flexfile "left_funneler.vta"
flex "left_funneler" frame 10
flexcontroller "phoneme" "left_funneler" "range" 0 1
%left_funneler = left_funneler

flexfile "right_stretcher.vta"
flex "right_stretcher" frame 10
flexcontroller "phoneme" "right_stretcher" "range" 0 1
%right_stretcher = right_stretcher

flexfile "left_stretcher.vta"
flex "left_stretcher" frame 10
flexcontroller "phoneme" "left_stretcher" "range" 0 1
%left_stretcher = left_stretcher

flexfile "bite.vta"
flex "bite" frame 10
flexcontroller "phoneme" "bite" "range" 0 1
%bite = bite

flexfile "presser.vta"
flex "presser" frame 10
flexcontroller "phoneme" "presser" "range" 0 1
%presser = presser

flexfile "tightener.vta"
flex "tightener" frame 10
flexcontroller "phoneme" "tightener" "range" 0 1
%tightener = tightener

flexfile "smile.vta"
flex "smile" frame 10
flexcontroller "mouth" "smile" "range" 0 1
%smile = smile

flexfile "lower_lip.vta"
flex "lower_lip" frame 10
flexcontroller "mouth" "lower_lip" "range" 0 1
%lower_lip = lower_lip

	mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 
	eyeball righteye "ValveBiped.Bip01_Head1" -2.00 -3.17 63.80 "iris_R" 1.00 -4 "pupil_r" 1.70
	eyeball lefteye "ValveBiped.Bip01_Head1" 2.00 -3.17 63.80 "iris_l" 1.00 4 "pupil_l" 1.70
}

//=============================================
//MODEL SHARING 
//=============================================

$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"

//=============================================
//BONE RELATED
//=============================================

$sequence ragdoll 	"lucy_rag" FPS 30 		activity ACT_DIERAGDOLL 1
$sequence idle_subtle "idle_subtle" loop ACT_IDLE 1 fps 30.00 node standing

$illumposition 0.855 -0.052 34.763
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000

$collisionjoints "lucy_coll.smd" {

	$mass 60.0
	$inertia 5.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -21.00 17.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -19.00 28.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 133.00 0.20

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -17.00 21.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -19.00 28.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -79.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 131.00 0.20

	$jointconstrain "valvebiped.bip01_l_foot" x limit -23.00 23.00 0.20
	$jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 28.00 0.20
	$jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 46.00 0.20

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20
	$jointconstrain "valvebiped.bip01_spine2" y limit -26.00 26.00 0.20
	$jointconstrain "valvebiped.bip01_spine2" z limit -39.00 68.00 0.20

	$jointconstrain "valvebiped.bip01_spine4" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_spine4" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_spine4" z limit 0.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.20
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 122.00 0.20
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -122.00 50.00 0.20

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.20
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 28.00 0.20
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -100.00 59.00 0.20

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 0.00 0.20

	$jointconstrain "valvebiped.bip01_l_hand" x limit -68.00 68.00 0.20
	$jointconstrain "valvebiped.bip01_l_hand" y limit -37.00 41.00 0.20
	$jointconstrain "valvebiped.bip01_l_hand" z limit -44.00 70.00 0.20

	$jointconstrain "valvebiped.bip01_head1" x limit -61.00 61.00 0.20
	$jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.20
	$jointconstrain "valvebiped.bip01_head1" z limit -32.00 50.00 0.20

	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 1.00 0.20

	$jointconstrain "valvebiped.bip01_r_hand" x limit -75.00 93.00 0.20
	$jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 32.00 0.20
	$jointconstrain "valvebiped.bip01_r_hand" z limit -48.00 66.00 0.20

	$jointconstrain "valvebiped.bip01_spine" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_spine" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_spine" z limit 0.00 0.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.20
	$jointconstrain "valvebiped.bip01_r_foot" y limit -23.00 23.00 0.20
	$jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.20	
}

//====================================
//JIGGLEBONE SECTION
//====================================

//Hair blowing bone==============================
$jigglebone "rambut1" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 10
		pitch_stiffness 50
		pitch_damping 10
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut2" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 6
		pitch_stiffness 50
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut3" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 6
		pitch_stiffness 50
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut4" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 6
		pitch_stiffness 50
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut05" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 10
		pitch_stiffness 50
		pitch_damping 10
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut06" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 6
		pitch_stiffness 50
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut07" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 6
		pitch_stiffness 50
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "rambut08" {
	is_flexible {
		yaw_stiffness 50
		yaw_damping 6
		pitch_stiffness 50
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

//Boobies bone==============================
$jigglebone "TitR" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 6
		pitch_stiffness 500
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

$jigglebone "TitL" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 6
		pitch_stiffness 500
		pitch_damping 8
		tip_mass 5
		length 30
		angle_constraint 37
	}
}

MaestraFénix
Team Member
Team Member
Posts: 2470
Joined: Mon May 10, 2010 11:50 am
Location: Spain
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Post by MaestraFénix »

xenoaisam wrote:aww... why not just ask me the qc.. here:
Well, because i want learn to model (some day) and i should try it all the options.

But do not get me wrong. It´s a privilege that you give me the solution. And Thanks for it.

I´ll try later the code, i´m busy compilating my map.
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