Dynamic Ragdoll

Discussion in 'Mapping Questions & Discussion' started by maidenkim, Feb 24, 2014.

  1. maidenkim

    maidenkim L1: Registered

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    I have found this problem where i try to get this engi in the portal room to run in fear. But when he starts to move, his legs isn't moving forwards. I have set this up by using the "func_tracktrain" entity, because i saw someone used it on their map to make their Dynamic ragdolls to move.

    Picture in hammer: He is looking and running backwards
    [​IMG]

    Picture in-game: Standing still in ragdoll mode before getting activated
    [​IMG]

    After getting activated and starts to follow "Path_track"
    [​IMG]

    His animation is set to "Run_LOSER" which should make him run in fear
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The models use layered animations. The run_loser is just a layer for the upper body pose, while the legs will be hooked into the player's actual movements. Props don't support layered animations as far as I've seen, so I don't think you can do it.

    and for the record this isn't ragdoll. ragdoll specifically means NOT explicitly animated, and just free to fall as physics dictates (such as corpses).
     
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  3. maidenkim

    maidenkim L1: Registered

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    Ah, that is why the movement wont work so well... But! There is still this thing where you can make them airborn (which will looks a bit dumb) And run. That should still work, since whole their body is moving even if they we're to stand still while in mid air?

    And yea. Just figured out that ragdoll was meant to be "Lifeless body" If i should say so.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I just remembered something I was working on a few years ago that might actually do it for you. The point_posecontroller entity allows you to control certain animations in certain ways, it I had used it for making a prop_dynamic playermodel walk.

    Took me awhile to find which VMF had it all buried within, but I think I found everything you'll need.
    Make a point_posecontroller and set the Prop Name to the name of your prop_dynamic. Set Pose Parameter Name to move_x (this is the forward/backward movement axis). Pose Parameter Value will be how fast you want it to animate, from 0 (stopped) to 1 (full speed). Keep in mind this isn't just a framerate adjustment, it actually links into the model animation stuff and it will animate correctly just as if a player was moving at that speed (walk, run, etc).
     
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  5. Pocket

    aa Pocket func_croc

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    By the way, that ring in your first screenshot looks carved. Don't ever do that. Use the arch tool.
     
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  6. maidenkim

    maidenkim L1: Registered

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    Okey, thanks Steve and Snark ^^
     
    Last edited: Feb 24, 2014