How to simulate hair physics in Source Filmmaker

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  • เผยแพร่เมื่อ 26 ธ.ค. 2024

ความคิดเห็น • 71

  • @legendarychomper
    @legendarychomper  3 ปีที่แล้ว +9

    I've been seeing this question a lot so I'll post the answer here. You cannot constraint orient to the same control point you locked the jigglebone to. If you want hair physics do not lock the jigglebone to the hair or else once you constraint orient SFM will crash. You have to lock the jigglebone to the parent control point to the control points you want to apply the jiggle physics to. For example, the hair I'm doing in this video, I want to apply the jigglebone to the hair so I lock the jigglebone I'm using to the head of the model because the head is the parent control point to the hair. Same goes if you want to apply the same thing to a character's tail for example, lock the jigglebone to whatever is parenting it.

    • @Legend21for
      @Legend21for 3 ปีที่แล้ว

      Hello there, so uhh i tried copy what you did but the fish jiggle just dissapear when i bake it, do you know what i did wrong?

    • @scrfur
      @scrfur ปีที่แล้ว

      @@Legend21for yeah same

  • @poool157
    @poool157 10 หลายเดือนก่อน +7

    If I discovered this video 8 years ago, and this video isn't even that old, you would've saved me hours upon hours of time animating hair by hand. What a funny and creative way too, great tutorial Legendarychomper.

  • @RacofRocks
    @RacofRocks 11 หลายเดือนก่อน +2

    Hey this video has helped me out a lot, thank you so much for your hardwork!
    I have a bunch of characters I'm animating and orienting jiggle bones to their hair and it's been really tedious to select every single little hair piece ;-; do you know a good method to constraint orient multiple other bones to one single jingle bone from the mackerel?

    • @legendarychomper
      @legendarychomper  11 หลายเดือนก่อน +1

      Really happy it’s been helping you out!
      Sorry but there is no way to constraint orient everything all at once as far as I’m aware and each one must be done independently. Since SFM I’ve started using MAYA which has a way to add physics to an object without the tedious constraint orienting. If you are willing to learn a different program I would suggest MAYA or Blender since you can often get much more satisfying results out of them.

    • @RacofRocks
      @RacofRocks 11 หลายเดือนก่อน

      @@legendarychomper Hahaha I figured, SFM is really weird so I understand why the switch over to MAYA. I'm planning on switching over to Blender at some point since just like you said, it produces much more satisfying and quality results B)
      Thank you very much for replying and giving me some pointers, it's a huge help!

  • @moonlitlake
    @moonlitlake ปีที่แล้ว +1

    Thank you so much for this! I'm just starting sfm and it's been hard trying to animate physics objects. I seriously ended up animating the movements by hand due to not knowing any hair simulation 💀 but thank God I found this so i don't need to do that anymore

  • @Noamie-Nomie
    @Noamie-Nomie 3 ปีที่แล้ว +1

    Thank you for making this! i can't imagine how smelly my hair would be bleegh

  • @zepultacion5632
    @zepultacion5632 4 ปีที่แล้ว +1

    Finally a REAL tutorial, thx dude u rock

  • @Crumpld_Papr
    @Crumpld_Papr 8 หลายเดือนก่อน

    THIS VIDEO SAVED ME SO MUCH TIME AHHHHH

  • @FlamesTheCyndaquil
    @FlamesTheCyndaquil ปีที่แล้ว +1

    been trying to do this on a miku model i like and only one pigtail works
    ik i can just use one mackerel for both, but it'll look weird
    so i've been wondering if i could get any help

    • @legendarychomper
      @legendarychomper  ปีที่แล้ว +1

      For sure! I would suggest using a different jigglebones for each hair strand since otherwise the hair would act the exact same way as each other.
      What else do you need help with?

    • @FlamesTheCyndaquil
      @FlamesTheCyndaquil ปีที่แล้ว +1

      @@legendarychomper nothing else, i was just having (and still am lol) having difficulty due to only one pigtail working even though i have a mackerel for each

    • @legendarychomper
      @legendarychomper  ปีที่แล้ว

      @@FlamesTheCyndaquil hmm that’s odd. I’ve never had that issue with applying jiggle to multiple bones. I can’t troubleshoot the issue right now because I won’t have access to my pc for the holidays. It might be something with naming? Like rename the jigglebones on the second fish and see if that fixes anything. Make sure you follow the steps in the video as well. If there is anything else more specific you can tell me, please do.

  • @johnso9y
    @johnso9y 2 ปีที่แล้ว +2

    Thanks for this tutorial! I'm doing this for a character who's ears are supposed to work like pigtails. Will I have to create a holy mackerel for each "pigtail"?

    • @legendarychomper
      @legendarychomper  2 ปีที่แล้ว +1

      If you want the best effect yes, but you can constrain each pigtail to the same mackerel if you want, but they would share the same physics and animation meaning they would move in the exact same way as each other which is not very realistic.

    • @johnso9y
      @johnso9y 2 ปีที่แล้ว

      @@legendarychomper Thanks! Is there a way to remove a contraint without using ctrl+z or the undo button? Knowing how I work, I'm going to want to experiment with somethings but I don't want to have to undo work that I want to keep just to undo constraints that I want to get rid of.

    • @johnso9y
      @johnso9y 2 ปีที่แล้ว

      @@legendarychomper Nevermind, I found the answer to my second question. I found that I can just overwrite the constraints.

  • @rachelsenf4826
    @rachelsenf4826 3 ปีที่แล้ว +2

    What can you get this on?
    Just asking for some help (I need more types of content on my channel)

  • @eye_scream_eye_scream
    @eye_scream_eye_scream 4 ปีที่แล้ว +3

    Thanks! Just one quick question... Did you use the inkling girl or inkling girl alt for agent 4? and does it work with ik rigs?

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว +1

      I use the alt version for Agent 4. Sorry to say that I don't know if it works for the ik rigs since I don't use them, but from what I know, it doesn't work since it seems the ik rig removes the control points on the hair. But I dunno, I'm inexperienced with ik rigs and there is definitely something I'm missing so it probably works😁.

    • @eye_scream_eye_scream
      @eye_scream_eye_scream 4 ปีที่แล้ว

      @@legendarychomper looks like it worked with the ik! Thanks anyway!

  • @squid_studio
    @squid_studio ปีที่แล้ว +1

    Hiii, can you help me? I know the video is a bit outdated, but I have a problem. When I done everything any of my hair doesn't move. What I keep doing wrong?

    • @legendarychomper
      @legendarychomper  ปีที่แล้ว

      I might be wrong because I haven't done this is a while lol, but did you run through the animation with the jiggle bone locked to the right control point before constraint orienting? If you do everything all at once without running through the animation, the jigglebone doesn't become animated and you are basically putting the animations from the jigglebone to the control point you want, so since there is no animation there is nothing to work with. If you have anymore questions you can let me know.

    • @squid_studio
      @squid_studio ปีที่แล้ว

      @@legendarychomper So you mean I need to do this jiggle bones thing when animation is on? When my model is moving?

    • @legendarychomper
      @legendarychomper  ปีที่แล้ว

      @@squid_studio So after you lock the jiggle bone to your desired control point, press the play button and run through the animation. This will cause the jiggle bone to act like how it does causing it to be animated. Everytime you play the animation, the jiggle bone will move in the exact same way. It's only when it is animated that you can constraint orient and on your desired control point.

    • @squid_studio
      @squid_studio ปีที่แล้ว +1

      @@legendarychomper Okay I think i get it. Thank you! Is it okay if I may ask a few questions later if something will be "crashed"?

    • @legendarychomper
      @legendarychomper  ปีที่แล้ว

      @@squid_studio Yes. To prevent crashing it is very important that when you want to constraint orient, that when you multiselect that you select the jigglebone first.

  • @phalanxHH
    @phalanxHH 4 ปีที่แล้ว +2

    Finally a SFM tutorial not about TF2. But do these techniques also work for not Splatoon animations?

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว +3

      They do actually. Anything you want to add jigglebones to will also work such as cloth. Heck if can even apply it to a character model's arms and give them really floppy arms and one of my favorite functions, applying it to a model's tail if it has one.

    • @phalanxHH
      @phalanxHH 4 ปีที่แล้ว

      That‘s good because most SFM tutorials are only about TF2 and I wasn’t really sure if they also work on Inkling models. I also make not Splatoon animations and that good they also work there.

  • @junkyvance
    @junkyvance 4 ปีที่แล้ว +9

    Can you show how to do it on a Octoling girl and boy cuz I've never used hair physics so I'm new to it.

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว +2

      It's the same process, lock the jigglebone to the head and constraint orient the jiggle bones to the hair.

  • @reedtimbers2748
    @reedtimbers2748 8 หลายเดือนก่อน +1

    Heres a good question how many can you add on to the model before crashing

    • @legendarychomper
      @legendarychomper  8 หลายเดือนก่อน +1

      I dunno. I’ve done it for multiple characters in a single scene and it’s never been a problem so probably a lot.

    • @reedtimbers2748
      @reedtimbers2748 8 หลายเดือนก่อน

      @@legendarychomper hmm good 😁

  • @mrmaelstrom8869
    @mrmaelstrom8869 ปีที่แล้ว +1

    hey, i'm not sure if anyone will find this comment since this video is 2 years old now but i'm trying to do everything in this video to give jiggle physics to octoling hair it's just their maybe multiple issues, for one, i'm trying to give jiggle bones to a seperate octoling hair piece model that is locked to the head of the octoling model but also i'm trying to orient the jiggle bones to the model in a second shot so i'm unsure what the issue is to get this working

    • @legendarychomper
      @legendarychomper  ปีที่แล้ว

      I think it should still work. You just have to make sure you lock the jigglebone to the control point the hair is parented to, not the hair itself. So for hair it's probably the character's head you'll want to constrain it to. If you have multiple shots all cut up already I think you'll need to repeat the process for all the shots.

  • @InternalDialogNik
    @InternalDialogNik 3 ปีที่แล้ว +1

    so i came here from a tail jiggle physics tutorial, when i added the jiggle to the thing and clicked orient but the thing crashed, do you know what do do about tails n stuff?

    • @legendarychomper
      @legendarychomper  3 ปีที่แล้ว +1

      You have to lock the jigglebone to the parent of whatever your trying to constraint orient. So if your trying to constraint orient tail of a model, chances are that you'll want to lock the jigglebone to the pelvis control point or whatever is parenting the tail.

    • @InternalDialogNik
      @InternalDialogNik 3 ปีที่แล้ว

      @@legendarychomper ahh ok got it, thank you dude

  • @bloodyxbrave
    @bloodyxbrave ปีที่แล้ว

    does this only work for one hairstyle, or every hairstyle?

  • @sophiphi
    @sophiphi 4 ปีที่แล้ว +1

    when i try to create "contraint_orient" on jiggle1 from the fish to hair1, everything crashes... am i doing something wrong?

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว +1

      Yeah, I think you are locking the jigglebone object to the hair. You cannot constraint orient the same control point that you locked the jigglebone to. Lock the jigglebone to your model's head or whatever the parent control point is of the hair and then constraint orient.

    • @sophiphi
      @sophiphi 4 ปีที่แล้ว +1

      @@legendarychomper ok thanks ! so i have to constraint orien on the fish and not on the hair bones?

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว

      Soph' No, you do want to constraint orient to the hair not the fish, but don't lock the fish to the hair, you have to lock the fish to the character's head or whatever is parenting the hair.

    • @sophiphi
      @sophiphi 4 ปีที่แล้ว

      @@legendarychomper ok, thank you for your help ! it should be working now!

  • @yinyangyt8749
    @yinyangyt8749 3 ปีที่แล้ว +1

    Thx for the tutorial. I am considering of using sfm

  • @anyarr
    @anyarr ปีที่แล้ว

    yo wtf? i never knew this existed wow, great find

  • @AceHardy
    @AceHardy 5 ปีที่แล้ว +2

    🎬🎥

  • @crystallineroses8043
    @crystallineroses8043 4 ปีที่แล้ว +1

    Umm what model did you use for the hair physics?

    • @crystallineroses8043
      @crystallineroses8043 4 ปีที่แล้ว

      or any other model?

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว

      The Holy Mackerel is a great one-size-fits-all kinda jiggle bone. For different sort of hair styles or cloth, the Darwin's Danger Shield works perfectly. The Danger shield you will need to search "croc shield" to find it.

    • @crystallineroses8043
      @crystallineroses8043 4 ปีที่แล้ว

      Legendarychomper ok thank you!

    • @crystallineroses8043
      @crystallineroses8043 4 ปีที่แล้ว

      @@legendarychomper is there any links you could provide maybe?I tried searching it up and i did not see it

    • @legendarychomper
      @legendarychomper  4 ปีที่แล้ว

      Most of the TF2 weapons are installed by default. If they're not already downloaded there is something wrong with your SFM. If it isn't already there you might wanna reinstall SFM because the weapons aren't in the workshop.

  • @farhadaa
    @farhadaa 2 ปีที่แล้ว +1

    the longer I watch this, the more I question why valve just isn't implementing a feature where you can just make a bone do the jiggle.

    • @farhadaa
      @farhadaa 2 ปีที่แล้ว

      @@luna_fm I wasn't aware of the capability of adding it in blender which shows that I am a novice, thank you for your guidance much appreciated.

  • @IsmaKagariVT
    @IsmaKagariVT 4 ปีที่แล้ว +1

    Thank you bro!

  • @PackyYoshi
    @PackyYoshi 2 ปีที่แล้ว

    Thank you! I finally understand! :D

  • @LuigiStrikeForceChaz
    @LuigiStrikeForceChaz 2 ปีที่แล้ว

    ... I have no idea how to do this...

  • @cadentubeohara3970
    @cadentubeohara3970 3 ปีที่แล้ว +1

    remember everyone sfm will be a broken mess of code for anyone who does not know ways around some glitches

  • @IceCreamFan-rr4bd
    @IceCreamFan-rr4bd 5 ปีที่แล้ว +2

    Hi.

  • @samtrixOutHands
    @samtrixOutHands 7 หลายเดือนก่อน

    There is NO WAY after MONTHS moving hair by hand it results I only needed to ATTACH A FISH?! DAMN I HATE SFM *continues using SFM*

  • @gav1n634
    @gav1n634 5 ปีที่แล้ว +1

    Hello