Source Filmmaker

Source Filmmaker

Ice Queen (Terraria)
17 megjegyzés
Astute  [készítő] 2018. aug. 23., 11:27 
From my understanding, IK can theoretically function with as many bones as you want. However, once you exceed 2 bones(not including your target and pole), the IK operation begins to break down.

Keep in mind, I haven't touched SFM in ages, so someone with more knowledge could prove me wrong on this. However, for SFM, the ArmLeg operation seems to only support an upper and lower arm, with a hand bone as the target and an elbow handle as the pole.

3 bones max, including the "hand", which would be the tip of your tail. You can test this by loading up Blender and applying an IK Solver to your tail. Set the tip of your tail to your target, and add a bone below the tail as your pole.
Xabin Doyarchu 2018. aug. 23., 10:45 
How many bones for the tail would it take for an IK rig for it?
Astute  [készítő] 2018. aug. 22., 20:19 
If it were me, I would suggest using FindFirstDag to gather your tail bones. Create rig handles for each bone using CreateConstrainedHandle. Use ParentMaintainWorld to make sure those tail rig handles rotate relative to their parent bones. Finally, use rootGroup.CreateControlGroup to create a "tail" group, and use AddDagControlsToGroup to add all of your tail bones to that group.

I wouldn't advise IK for a tail, as you need a very specific number of bones, and a pole and target. Best just animate those by hand by selecting all bones and using local rotation(Forward Kinematics).

Oh, and don't forget to add your tail rig handles to the "allRigHandles" list. That one messes me up sometimes. Hopefully that's everything, I've not made a rig script in some time.
Xabin Doyarchu 2018. aug. 22., 19:06 
Okay. I sent him the link to your IK rig. The ghost model in question does have a trail to the floor that has rigging part of the skeleton, so how do you suggest we tackle that? Just rig it up as a tail or something?
Astute  [készítő] 2018. aug. 22., 17:03 
You'll have to edit the default script(rig_biped_simple, or whatever it is called) that comes with SFM. In the default script, they look for the leg/toe/foot bones and link those up to IKs. Just edit those parts out, and it should compile. You can use my script and compare it to the default one to see the differences.
Xabin Doyarchu 2018. aug. 22., 15:22 
How were you able to get the rig for this model when she has no legs? I'm asking for a friend (seriously), because he made a ghost character with no legs and he's confused how to get an IK rig on it without leg bones.
Nate Coughar 2018. jún. 17., 19:41 
@Jonah Lazer
yeah but only stuff regarding the upper body, she got no legs
Jonah Lazer 2017. júl. 19., 19:48 
something lewd is gonna or has already been made with this.
HIMIK-MAN 2017. jún. 4., 7:44 
Pretty cool.
Zipper Kirbo 2016. dec. 21., 11:10 
The tree boss from the Frost Moon is called "Everscream."
Terapagos 2016. dec. 21., 9:21 
ExoticButters(Yajdab) Do you know the tree in the frost moon? That whats i meant. The mourning wood is in the pumpkin moon
Ceborg 2016. dec. 21., 4:52 
@ThePokemonGamer76 "We really need a mourning wood and the tree thing in the chrismas event" the mourning wood is the tree...
Terapagos 2016. dec. 21., 1:40 
Great job! We really need a mourning wood and the tree thing in the chrismas event (I forgot the names)
PeculiarReality 2016. dec. 21., 0:14 
Hey, another few Terraria models! Awesome. We need more... especially things like individual pieces of armor or weapons. I might get on that, the armor/weapons part... I need to practice my modeling anyways.
Astute  [készítő] 2016. dec. 20., 16:09 
Ice Queen is now available on GMod.
Astute  [készítő] 2016. dec. 20., 14:29 
She's scheduled to drop later today, or perhaps tomorrow. It depends on how smoothly things go during final testing.
TheMythicalMatty 2016. dec. 20., 14:24 
When will she be ported in Garrys mod?