Source Filmmaker

Source Filmmaker

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Risky Boots
   
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Model
Models: Character
Tags: SFM
File Size
Posted
Updated
21.683 MB
17 Oct, 2017 @ 2:09am
19 Oct, 2017 @ 11:05pm
2 Change Notes ( view )

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Risky Boots

Description
Character model of Risky Boots from the Shantae series of video games created by WayForward.

Although this model's combined bodygroups do not exceed Source's limit of 50,000 triangles, this model was split into 2 separate MDLs. The first one includes Risky's default and princess costume outfit. The second one is reserved exclusively for Risky's beach attire. This split was done to facilitate a possible future release that would include all swimsuits featured in S:½GH's DLC as additional bodygroups.

Modeled entirely by me in Blender. I did not create the normal map for the hair. This was copied from the files for a model originally modeled by this DA user[creatorofpony.deviantart.com] and then tiled to 2048 x 2048. All other textures were created by me using GIMP.

Features
Multiple bodygroups for alternate outfits/costumes
Rigged eyes and facial flexes (mono and stereo)
Jiggle/procedural bones! (26 total)
TF2 style skeleton and bone naming convention, allowing the character models to work with rig_biped_simple and Doc\Revzin's puppet script
Embedded custom ragdoll animation sequences (8 total)
A paintable "white" skin

Known bugs
Not a bug with the model per se but with SFM. The jiggle/procedural bones will not bake properly when the model is spawned in a current session. Instead of baking the dynamic animations, the process will bake the jiggle bones' default positions. For the baking to properly work, you must save the session after spawning the model, close the current SFM session, and then reopen it. Baking the procedural animations will then work properly now that the model is saved within the SFM session.

Bodygroups
Hair:
Default, short hair (default mdl only)
Long, free hair

Bandana:
Default bandana
Bandana with no tails (as seen in "Pirate Queen's Quest" DLC for S:½GH)
None

Headgear:
Pirate hat (default mdl only)
None
Tiara from the princess outfit featured in Tanline Temple in S&tPC (default mdl only)

Earrings:
Default golden earrings
Blue jewel earrings from from the princess outfit featured in Tanline Temple in S&tPC (default mdl only)

Top:
Default pirate outfit (default mdl only)
Top from the princess outfit featured in Tanline Temple in S&tPC (default mdl only)
Risky's swimsuit top from the speedrun completion for S%tPC (beach mdl only)
Shantae's bikini top (added for fun, not canon)

Cuffs:
Default (default mdl only)
Golden cuffs from the princess outfit featured in Tanline Temple in S&tPC (default mdl only)
Beach-themed cuffs from the speedrun completion for S%tPC (beach mdl only)
None

Skull (default mdl only):
Default skull pieces on chest and pelvic areas
None (as seen during the final boss encounter in S&tPC)

Bottom (default mdl only):
Default pirate outfit
Bottom from the princess outfit featured in Tanline Temple in S&tPC (default mdl only)

Swimsuit (beach mdl only):
Risky's swimsuit bottom from the speedrun completion for S&tPC
Shantae's bikini bottom (added for fun, not canon)

Belt:
Off by default (as seen in all character portraits in S&tPC)
On (as seen in most other appearances)


Skins
Default:
The default skin based on Risky's appearance in the character portraits in S&tPC. Eyes have a slight blue tint to match other in-game sprites. Belt is brown.

Yellow-eyed:
Risky has yellow eyes to match in-game appearance in S:½GH as well as the appearance upon completing the speedrun in S:RR. Belt is magenta to be consistent with these appearances.

Retro:
Risky's clothing is limited to a red and black palette to resemble sprites from the original GameBoy Color game.

Paintable "White" Skin:
Allows users to paint different materials custom colors using material overrides and modifying their $color attributes. This feature is specifically designed for use within SFM, but the skin is still available in GMod.

Special Thanks
Pte Jack whose series of YouTube tutorial videos taught me pretty much everything I now know regarding how models behave and are exported in the Source Engine. I cannot thank him enough.

The Valve Developer Wiki.

WayForward for making a great game

Includes:
Radioactive_DK\risky_boots.mdl
Radioactive_DK\risky_boots_beach.mdl
Radioactive_DK\riskys_hat.mdl
28 Comments
magvera bushmaster 11 Nov, 2021 @ 7:57am 
nvm i saw it thanks :fhknight:
magvera bushmaster 11 Nov, 2021 @ 7:57am 
hi i was wondering is it possible to port this for gmod ?
AutisticAviator 10 Nov, 2020 @ 5:42am 
What ever happened to the Shantae Model?
Radioactive DK  [author] 8 Jul, 2020 @ 12:46pm 
@Rarity [TOJ]: Those are jiggle bones. By default no, they are not poseable and are instead controlled/animated by the game's engine. You can control them by first baking the model's procedural bones. This is done using the Utilities menu. Then you should be able to animate just like any other bone. I hope this helps. :shantae_shy:
NightmareRarity [TOJ] 2 Jul, 2020 @ 9:23pm 
1 problem, making a busty model without a poseable chest, and 2nd problem, no poseable long hair or bandanna tails. It's not a problem if she's standing, but if she's lets say lying down, it becomes a problem. other than that, fine model.
P00t1sdr4g0n225 2 May, 2020 @ 11:26pm 
EDIT: The majority of the face rigs are in the Unknown category, which is hidden. fix plz.
P00t1sdr4g0n225 2 May, 2020 @ 10:52pm 
Is it just me or is are the majority of the face rigs missing?
Zengo 24 Mar, 2020 @ 1:00am 
cool man thanks for the reply I am just hoping that you have time to fix it at some point but if you need something like suggestions from me let me know.
Radioactive DK  [author] 23 Mar, 2020 @ 11:14pm 
@Zengo™: Hey. Delayed response but here it goes. I tried my best at the time to mimic the flexes used by TF2 characters in conjunction with some useful ones from some other models. They use a jaw slider that only moves the chin, jaw, and lower teeth, while the lips remain in place. The jaw slider's main purpose is to separate the teeth, while the lips are moved by separate lip flexes. Please feel free to offer suggestions about additional useful flexes I should add if/when I get around to redoing this model. Unlike when I finished Risky, I now know how to do split flexes, which frees up space for additional flexes.
Zengo 16 Mar, 2020 @ 12:20pm 
okay so i found a way to make the talking work it just requires i use a few extra steps so sorry if i bothered you.