hmm strange.. for collision you made them all one object and applied them to 1 smooth group? really don't think it'll make a difference but.. could :)
hmm strange.. for collision you made them all one object and applied them to 1 smooth group? really don't think it'll make a difference but.. could :)
This is how the jointmerging is currently set up. I'm going to fiddle around with it, but this is basically what's going on. As the legend indicates, blue bones are bones with an assigned collision model, white bones are those WITHOUT an assigned collision model. The red lines indicate $jointmerge as it stands now. The bones with a bright red dot on their side of the connecting line are the bones that are controlling, as opposed to being controlled.
For further clarification, this is how the jointmerging looks in the QC:
Code:$jointmerge "tail1" "root" $jointmerge "spine2" "spine1" $jointmerge "spine2" "neck" $jointmerge "tail1" "tail2" $jointmerge "neck" "r_tong_4" $jointmerge "neck" "cent_tong_4" $jointmerge "neck" "l_tong_4"
hmm have you tried using ik in max instead of $jointmerge, im pretty sure it works.. maybe. lol
IK?
That's an interesting thought I suppose... Except I want the uncollided bones controlled by the other bones ONLY when it's a ragdoll. I don't really think I want IK to be interfering while it's an snpc. Aside from that, I haven't the slightest idea of what might happen if the uncollided tongue bones were left to do as they wished under an IK chain. Besides, I think IK chains can only have three bones involved in Source, so those tongues are out of the question anyway.
im just trying to remember how i use ik, to be honest i don't have a clue how this thing will move, by sounds of it you know a bit about ik so i wont go into what i no lol. but reading over what you just said i think i understand pretty confusing stuff... i personally hate rigging.
Quick question about the slinky worm, can each of those pieces be grabbed and dragged away from the rest of the ragdoll without effecting the rest of it?
Yes, each part behaves as though unlinked from the rest of the skeleton, and I can move the pieces around as I wish. The old broken stalker ragdoll from HL2 behaved similarly.
Will you be able to shoot the worms but it causing it not to kill the Tremor Creature. Like if you shot the worms, he grow more or something.
I don't think its possbile to make him grow larger after shooting him, If you did get that to work it would prolly be very glitchy and unstable.
Why on earth would a graboid grow when you shoot it? Have you seen the Tremors films?
I think he means will you be able to shoot off the tongues and have the graboid grow them back again.
Oh. Well no, I don't think he'll be able to have them blown off. I could shrink their bones until it LOOKED like they had, but that would be hard to maintain in other animations. I definitely intend to make it so that he retracts his tongues when you shoot them, as a means of escaping.
Yeah... I'm fine with them staying on or retreating... I want to see if you can even make him strike from underground.
Are you sure the bones are linked in the modeling program? They have to be or this will happen, or it could be a compiling problem.
There is a way to indirectly link them but I'm not sure how it's done.
The links themselves are fine. I even re-imported the .smd; all parented correctly.
I cant wait till i get to play with these! keep up the good work
"Son of a bitch...SON OF A BIIIITCH!!!"
Hehe, how 'bout THEM apples :)
I decided to change which bones controlled the collision models, switching two of them. I changed the one controlled by "tail1" to "root", and changed "spine2" to "spine1".
I even got rid of the $jointmerge bits of the QC, and this time it turned out right :)
Now I just have to figure out why the pose I chose for the ragdoll smd isn't working (ie, why the tongues are still fully extended).
Then again, I set the reference to be posed with the tongues extended, but that's only because I wanted them ready for animation in Max. I suppose I could simply pose the reference the way I want them in the ragdoll, and then when I animate it, I'll just use the extended version as a template and cut out the middle-man...Yeah, I think I'll do that and see what happens. Think I'll treat myself to some TF2 first :)
Oh, and yeah, the graboid IS half inside the ground. Not due to error, but because I made it that way using the "nocollide:world" stool on some of his body segments.
Oh awesome!
Awesome, thought the worms' texture is too contrasting (the transition from beak to body is abrupt and un-natural looking). May I have a crack at editing the texture to see what kind'a damage I can do?
The body is leathery and the head is bony; I dunno. The texture is by Stratos. See what he thinks.
"Say 'nom'!"
"Omnomnomnom...!"
Ah...And there we have it =D
Tongues shortened as desired, and they flop around inside it's mouth as good as I could have hoped =)
Bullets wound it nicely, and I even have it set so that the head and it's children have the physical properties of "armor flesh". I'm not entirely satisfied with that though, because the result makes it look and sound like metal when struck, and there are no bullet marks of any sort. Good thing is however, that the tongues still behave flesh-like, since they're parented to the neck, not the head.
Now I just have to figure out how to ensure the Shrieker gets battle scars of it's own...
And after that, it's time to start the Ass Blaster! I might hold off on that just to ensure the materials and such are in working order. I'm considering recompiling the references so that they have different materials applied to parts of their bodies that have different levels of glossiness and specularity. No need to alter UVW's or use different textures; the same texture file will be used on them all regardless. All that will be changed is that each material will have a different setting. That way, the tongues can look slimy while the shelled head has a mild dusty sheen, while the body is flat like earth. For the Shrieker, it's head can be softly lit and bony, while it's heat sensor can be glossy and look flesh-like.
It's subtleties like that which I don't see in too many custom ragdolls, particularly ones that were modeled by a player, and not ported from another game. For instance, I never much liked the materials for the TRex model. Oh sure, the texture was alright, but the material was an odd choice indeed. A uniform bumpy sheen that made it look like it was made of porcelain from odd angles, especially in the dark; not organic or fleshlike at all.
Do want :D
I agree, these are well done.
It's great to see it actually finished(Unless you feel there's more to do) :)
I think the spike textures need a fleshy base so they appear to be sticking out of the fleash or growing from it rather than pasted on... they pop out too much at the moment, but if you give the textures a fleshy base it would seem to fix it I think.
Sexy!
Yay,Graboid! Will you release him as a standalone model, while working on the SNPC? Also, it looks like a baby "something", the way it's head is black but it's body is all white.
Altogether now~! "AAAAAAAAWWWWWWWWWWW"
I dunno, maybe. That'll be after it's materials are ready though. I'd rather release it as a pack than individually, so that'll also be after the Ass Blaster is done. I'll probably start it today, and I'll look into the whole "different materials for different parts" deal.
this is sooooo asking for a tremors gamemode!
This.
Someone find me a model I can reskin to be BURT!
:( It's not full size so its harder to see.
![]()
That striped background is annoying as hell
Not really the point of the picture anyways.
But if you would like to design a full featured sexy layout for a picture I made when I was bored be my guest :D
Anyways, J-Dude is working on the ass blaster as we speak.
I love that friggin' cowboy hat...
Well, as you can see, though it's still being tweaked, Frito and I have been working on giving the creatures different vmt's per area. The Graboid's beak and mouth look at the moment like they were dipped in laminate, but that's being worked on. It looks best with the pic with the cow-boid ;)
Meanwhile, I got cracking on a certain fart-lighting cephalopod. Thankfully, I have some of the best references a modeler could ask for, so it's coming along rather quickly. Here's a heavy WIP:
![]()
That's awesome Frito XD One graboid please :D And from what i can remember, that's a nice Ass Blaster start.
*Hands him a graboid and a contract to sign*
Thanks though.
Edit:
Screen shot dump if anyone wants to see a few more pics of the graboid.
I added
A glow to the shell
Phong to the tonges
And nothing to the body.
*I already toned down the shell glow, It wasnt fixed in these screens though.*
![]()
The phong is a nice touch but, i think it's a lil too much. I don't think it should be glowing white :P
I want that graboid hat![]()
That's been fixed, no worries.