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Frankenfran: very nice, thanks
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LordAardvark: It's great to see someone other than me FINALLY use Cop Liz.

And I'm curious if azubinode animated the hair himself, or let the jiggle-engine take care of it. Because I can see it either way.
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wyrm: @LordAardvark: I wanted to use Cop Liz for the longest time, but she's kinda performance heavy if you put her into full gear.

I animated her hair myself. The breasts are out of control, though. Moving in two or three dimensions simultaneously kinda screws with the jiggle physics.
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LordAardvark: Are you using the latest public build, or the prerelease?

I THINK the prerelease includes the recalibrated jigglebones. They behave MUCH better. See my "Overtime" animation for an example of them. Those are entirely the jiggle-engine. I didn't so much as touch them.

And yeah, Elizabeth as a whole is just performance heavy. It's an unfortunate side-effect of the outfits having to be split into separate models, combined with how Source Filmmaker handles them.

At any rate, I've been meaning to get the new jigglebones into the official pipeline. Just haven't gotten around to it, and I need to double-check the mesh before I release. Can't do that while my computer is out of the game, though.
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wyrm: I'm currently using 5.2.5b.

It usually works just fine if I set some keyframes before baking the jiggle bones and slightly 'restrain' them afterwards.

If anything I'd love to get a version without procedural bones, since I don't mind animating them myself. Some more hair bones would be nice, though.

But hey, Curvy Elizabeth is still on of the best SFM models to work with, so I'm not gonna complain.