TF2 Jigglebones Tutorial Using Blender by SgtR007

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Uploaded by on May 7, 2011

This video will show you the basics of incorporating jigglebones into your custom weapon or hat models for TF2 using Blender v2.56.

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Howto & Style

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Uploader Comments (hoffmasterrb)

  • Does it have to be made out of triangles instead of squares?

  • @ReznovRulz No. It doesn't matter.

  • to do my model hat, i used the head model file that i find in the TF2 workshop site, but there wasn't the bip_head bone, can you tell me how to fix this?

  • @ConteDePatiernis You need to decompile the entire character model. HellJumper's tutorial tells you how.

  • Could you make a tutorial on how to import jigglebones into a weapon like mad milk?

  • @Catjaz63 AFAIK, Mad Milk and Jarate are animations, not jigglebones. I tried making liquid jigglebones before and it turned out crappy. I would imagine it would involve using movement along the z-axis of the bone (moving the tip toward and away from the base) at various points on the surface of the liquid to give the illusion of wave-like activity.

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All Comments (47)

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  • @xDiversityGaming He Created It

  • where did you get this model? i cant find it D=

  • @TechXMarine Nvm, I figured it out! :D

  • I know you're probably sick of the questions, but how are you exporting and compiling

    my process is long and annoying

    I export the SMD's to a folder

    I get Item tester to Compile them

    and then i edit the Qc with Notepad++ and compile with GUI studio compiler

    how do you cut out Item Tester?

  • (owned by tab) How i can use the animation of Jarate, to make it fits intro another jars? Thanks for replying fast

  • Hey man, thaknsnfor the tut different jars), How i can use the anim

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