Help With Jigglebones? (Frontline Hat Project)

Kingdom

L1: Registered
Feb 25, 2014
40
12
Hey everyone, sorry if this is a bit off topic but i'm at my wits end here and i'm hoping someone can help me out.

So I was inspired to create a hat for the Frontline project (because i'm quite bad at making maps) and I figured I'd try and insert some jigglebones though that hasn't gone well so far. I've inserted two jigglebone excerpts into the QC file after modeling in Blender and then compiling in the TF2 Workshop compiler.

help plz.png

$upaxis Y

$modelname "<ITEMTEST_REPLACE_MDLABSPATH>"

$surfaceprop "default"

$body "default" "<ITEMTEST_REPLACE_LOD0>"

<ITEMTEST_REPLACE_LOD1_HEADER>
{
replacemodel "<ITEMTEST_REPLACE_LOD0>" "<ITEMTEST_REPLACE_LOD1>"
}

<ITEMTEST_REPLACE_LOD2_HEADER>
{
replacemodel "<ITEMTEST_REPLACE_LOD0>" "<ITEMTEST_REPLACE_LOD2>"
}

<ITEMTEST_REPLACE_SKIN_OPTIONALBLOCK>

$sequence "ref" "<ITEMTEST_REPLACE_LOD0>"

$attachment unusual "bip_head" 0 0 0 rotate 0 0 0

$jigglebone "jiggle_active_left" {
is_flexible {
tip_mass 100
length 20
angle_constraint 60
}

has_base_spring {
stiffness 100
damping 1
left_constraint -20 20
up_constraint -20 20
forward_constraint -20 20
}
}
$jigglebone "jiggle_active_right" {
is_flexible {
tip_mass 100
length 20
angle_constraint 60
}

has_base_spring {
stiffness 100
damping 1
left_constraint -20 20
up_constraint -20 20
forward_constraint -20 20
}
}

That's the QC file if that helps at all. If i'm excluding any info fill free to ask, I would really appreciate any help.

Thanks
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545