Added: 2 years ago
From: sparkwire
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  • Giggity.

  • i've added the bones and the jigglebone commands, but the piece i marked with bones detaches itself from the model, and is very far away from the main mesh.

  • Sad panda xD

  • No matter what I do, it always compiles, and it says "Jigglebone unused" For each jigglebone in the compiler.

  • Delete all the HBOX stuff in the qc.

  • Comment removed

  • Whoa. Video made in 2009. Window in bottom left corner says "Pyro's boot hat." 2011, and Pyro now has a boot hat. Mind = blown.

  • this isnt supposed to have sound right?

  • If people are using Blender for their jigglebones, I put together a video tutorial here that you can link to by clicking my name.

  • Is it necessary to export all 100 frames for an idle.smd ?

  • I must know what that wallpaper is.. also nice tutorial.

  • Can I assume that "Along" refers to the height change the jiggle bone goes though as seen with the tree hat? And yaw and pitch are the same as their airplane counterparts?

  • Win2k pwns.

  • @nikitospav especially when he's using WinXP

  • how to get that fucking qc file

    

  • Many thanks for the vid it took me a while to get it working in 3DSMax on the model i was using but that turns out to be because 3dsmax doesn't like bonues in cylinders, works in tubes fine though, odd bug, many thanks for the upload :)

  • where do I get, and how do I open up the qc file?

  • @SharkkrahS You have to write the qc file in notepad, save as a .qc then you can edit it in notepad

  • thx!!!!!!!!!!!!!!!! 5/5

  • How to do this in Blender?

  • @picaticatara Bones are the same in all 3d programs, just look up blender tutorials for bones & rigging models, then just compile it.

  • Thanks for the tutorial spark. Also, when's your next livestream gonna be?

  • I get this when I try to compile:

    ERROR: c:\documents and settings\rendszergazda\asztal\­stick\qc.qc(18): - bad command $jigglebone

    ERROR: Aborted Processing on 'jiggle.mdl'

    Can you help me?

  • @Unit950728 you have to use orange box compiler

  • How does I jiggleboner my model?

  • Need some help. After I jiggle bone, it looks really nice in the model viewer, but in game the orientation of the object is wrong. For example, I made a hat, but then once I compiled with jiggle bones, the hat was now on the person's face instead of on top of his head.

  • @InteractiveBUD lolololololol

  • I fixed my previous problem, but now I'm getting jigglebone "jiggle1" unused for all the jiggle bones.

  • @TheRealShadowBrain i got that problem too :(

  • @naipsak I fixed it by selecting all the vertexes then adding the skin modifier, unless you're talking about the syntax error, which i fixed by adding another "}" sign at the end of the jigglebone function in the .qc file

  • @TheRealShadowBrain Thats too bad, because i'm using Blender.

  • @naipsak Oh, sorry, can't help you then... I'm using 3DSMax...

  • I keep getting ERROR: $jigglebone: invalid syntax '$jigglebone'

    Any idea what would cause this?

  • sad panda after boner

    

  • hey how do you get the jiggle bones to have gravity like the witches hair from l4d I tried tip mass but it didnt seem to work

  • is there a reason you forgot to include a -phy.smd in this tutorial?

  • Thanks for the tutorial.

  • What program is this?

  • sad panda after rape?

  • @Link126 sf

  • i have a problem when i want to rotate the bones,they are the ones that only move.

    i did everything same

  • Play around with the qc settings and the placement of the bones.

  • @sparkwire no no i'm not saying the qc setting .i'm thinking when you add bones in 3dmax and try to rotate them

    but nvm i fixed it myself

    also this looks like only tutorial on jiggle bones?

  • thanks a lot for this one :D

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