Garry's Mod

Garry's Mod

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Ragdoll Puppeteer
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build, Movie
Tiedostokoko
Julkaistu
Päivitetty
284.303 KB
19.9.2024 klo 10.03
13.10. klo 6.38
24 muutosilmoitusta ( näytä )

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Ragdoll Puppeteer

Kuvaus
Need a tool to quickly set poses for you? Use the Ragdoll Puppeteer!

This addon adds a tool which allows you to set the pose of a ragdoll or prop to frame of any animation. You can find it under the Posing category.

Everything is done through the tool itself; to set the pose for the ragdoll/prop, simply left-click the ragdoll/prop with the tool, and a list of animations will show up for you to use. The tool supports sequences and Stop Motion Helper animations.

Note
If your ragdoll does not match the puppeteer, try the following:
  • Find a physics addon that adds more physics colliders to the bones. For TF2, I recommend Another TF2 Physics Override. I'd use this approach if I want less setup (as opposed to the next point).
  • Use the Ragdoll Stretch and Ragdoll Weight tools. I'd try this approach if I cannot find an addon that overrides the physics colliders.
For more info on other issues, I suggest reading the F.A.Q. to troubleshoot before making a bug report or discussion post. I also suggest watching the videos if possible to understand how this all works. There is a Youtube playlist on the right-hand side of this page, above my name in the Links tab

Use Cases
I made this tool as a companion tool for GMod animators who do keyframe animations; hopefully, this tool will accelerate your animation workflow. If you're interested, here are two ways on how you could use this tool:
  • "Bake" a sequence onto Stop Motion Helper (SMH) using +ragdollpuppeteer_playback and the SMH physics recorder. You can also use the Ragdoll Mover (RGM) or other posing tools to make a new animation from the existing one. For example, you can either use a premade running animation, or animate your own using SMH. With the animation, use SMH to outline a base trajectory for the ragdoll and use RGM to make adjustments to the pose on each frame.
  • Initially puppeteer a ragdoll to an animation frame, and then make additional adjustments using the RGM. For instance, you can first set the Heavy to his primary weapon sequence, and then adjust his hands to hold a different weapon. You can also use a pose saved from a SMH animation.
To add on the first point, if you have a walking animation that moves a character forward (root motion animations), you can automate the movement by simply playing the animation through ragdoll puppeteer, and setting the frames in SMH, and moving the puppeteer to update the origin of the walking animation. You can also animate the puppeteer's position using SMH, allowing you to quickly make walk sequences using the SMH Physics Recorder!


Console Commands and Variables
The list of commands here are not comprehensive. If you want to see all the commands, type "ragdollpuppeteer" in the console and view the options.
  • [ragdollpuppeteer_previousframe n] & ragdollpuppeteer_nextframe n: decrements (or increments) the ragdollpuppeteer_frame console variable by n frames, where n is a whole number (no decimal numbers). Updates the puppet's position.
  • [ragdollpuppeteer_animatenonphys]: This will move the ragdoll's nonphysical bones (fingers, toes), which is anything that doesn't have a physics collider. It has the same behavior as checking the 'Animate Nonphysical Bones' checkbox.
  • [ragdollpuppeteer_frame]: A console variable representing the ragdoll's frame. This is an alternate way to change the puppeteer's frame. The control panel needs to be open for the puppeteer to change frame.
  • [sv_ragdollpuppeteer_allow_playback]: If enabled, players can run "+ragdollpuppeteer_playback" at the cost of server stress due to the pose data.
  • [+ragdollpuppeteer_playback] & [-ragdollpuppeteer_playback]: Moves the frame slider automatically. Useful for utilities such as Stop Motion Helper's physics recorder tool. Enabled only if "sv_ragdollpuppeteer_allow_playback 1".
  • [ragdollpuppeteer_fps]: The framerate to play in if +ragdollpuppeteer_playback is called. Changing this during playback will also affect the playback framerate live.

Source Code[github.com]

Do you wish to translate this tool to your language[wiki.facepunch.com]? Click on the source code link above and send me a push request! View the English translations here[github.com]. For an example translation, view the French translations.[github.com]

Disclaimer
This tool has no competing conflicts of interest with Animated Props and similar tools in mind. I developed this tool with partial inspiration by the ragdollize feature in Animated Props and the Stand Poser. I hope that I inspire another improved version of this tool in Animated Props or some other tool.

It is recommended to run this tool in singleplayer. Multiplayer is supported, but expect bugs and server lag.

Feel free to use this addon in your artwork or videos without attribution, although I highly appreciate it if you do.
Suositut keskustelut Näytä kaikki (12)
57
6.11. klo 17.55
TÄRKEÄ: Bug Reports
dim sum un
43
13.12.2024 klo 4.12
TÄRKEÄ: Feature Requests
dim sum un
9
18.10.2024 klo 5.33
"Snap to the ground" checkbox request
Areus
205 kommenttia
dim sum un  [tekijä] 12.11. klo 11.15 
Technically this is already done; one can playback SMH keyframes in Ragdoll Puppeteer separately from keyframes on the SMH timeline.

By “retargeting SMH animations”, I mean giving one model the ability to *properly* play SMH animations meant for another model, like how it’s done with model sequences. By the time I made the post, I haven’t figured that out yet (See the Bone maps chapter of the Ragdoll Puppeteer: Retargeting video)

Of course, RP2 will definitely fix this feature when it’s released. If not, I’ve already thought of one way to fix it pretty soon, so SMH retargeting may be used in RP1 :)
ok 12.11. klo 9.58 
In your post you said "implementation to retarget SMH animations", does that mean in RP2 we'll be able to have different keyframes in SMH play different animations?
dim sum un  [tekijä] 8.11. klo 20.35 
Not yet. I have a feature like this planned, but that would probably come around in a new version of this addon: see this section of my post for more details

Once I develop this feature (into Ragdoll Puppeteer 2), I'll make an official announcement about it :steamthumbsup:
Ghost★Girl 8.11. klo 18.15 
Is there a way to make ragdolls keep playing their selected animations? Because when I animated a ragdoll and tryed to animate another one, the previous ragdoll just stopped moving totally. I want to have many ragdolls playing the animations I want to make a scene.
IAR 330 Fan' aerobatics 29.10. klo 11.38 
you can do custom animation?
slopmaster_gaming 25.10. klo 12.17 
:steamhappy:
mini freeman 10.9. klo 13.29 
thanks
dim sum un  [tekijä] 9.9. klo 16.29 
Find the “Show puppeteer” option in the settings section in the tool’s c menu, and uncheck it to hide the puppeteer (the blue outline)
MyBuddyKeith 9.9. klo 13.03 
Are you able to get rid of the blue outline?
zero λrx 4.9. klo 5.57 
this is some witchcraft ♥♥♥♥ dude. awesome job:melon: