i'm using the engineer model (the hwm one) and the pelvis just gets stuck in place for part of the simulation. How do i fix this? the pelvis doesn't have kinematics enable
why when this happens I hover over shot 3 and see the solider just disappears, but I still see a green dot with blue in the middle where he was standing?
great tutorial but im using the normal engineer model in sfm and the whole thing ragdolls apart from the pelvis and i was wondering if u might know what the problem is?
@DonnyDoesStuff You can try messing with the kinematic sliders and reloading the run_sfmphys script a few times. Every time you run the script, it changes the way the physics affect the ragdoll.
Do you mean the wall itself falls? If so, you probably forgot to set kinematic all the way up, which will turn the wall into a static prop and won't allow it to move.
So far I've figured out how to ragdoll the models when falling (just like in this tutorial/guide), but what if I wanted my model to look like it was thrown from the ground to the air, how do I do that?
This is a bit more tricky. I would imagine you would need to rig another model and sort of ram it into the model you want to throw. But the drawbacks are these: -It would have to be the right amount of force or nothing will happen/ the model will go flying. -Due to the physics being finicky as it is, it's a pain to even get the models to collide properly in the first place. Alternatively, you could try to change the model's path a bit more manually but that will most likely result in it just appearing as a stringy mess. Lastly you could drop the model from a very high place, let it bounce, and then just play the video from the second it touches the ground to bouncing up in the air. I'll check it later but I doubt I'll be able to find an effective way to make it more exact to your specifications since I tried a few things like this a while back. I'll check it out soon.
I've been trying to figure out how to get a model to have most of its limbs/bones run with the physics rig EXCEPT the pelvis. That way I can control the trajectory of the model by just moving the pelvis, while the other bones can ragdoll. Do you know how to do that?
so, I've done everything up to the rigging physics section, I gave the model the rig script and selected a time frame of 10 sec, but when I run the physics thingy, nothing happens
It for some reason dosent work in Sessions that contains a few shots. I was trying to get a Half Life 2 model ragdoll but it gets invisible everytime. Is there a fix to this?
Sorry for the very late response, I've been taking some time off. Did you set the play head back to the start? If so then this sounds familiar to a comment I saw just after this and I think it's the same issue: "Did you try moving the model manually so it falls in a specific spot? I've had a few questions before where attempting to hit the model with a box or move the model to fall in a certain way, really effects the way the physics is simulated which usually just makes the model stretch so far that it just disappears from the view."
@@baronvonpickles I tried hitting the model with a box, i then tried it without the box and it still dissapears, not only the model but all the bones too.
Sorry for the very late response, I've been taking some time off. This sounds like you never installed the physics addon. I didn't cover the installation in this video because I didn't want to make the video run longer than 10 minutes and it was a little easier on editing. Check out the first 3 minutes (or so) of this video for the installation instructions: ua-cam.com/video/djoSN0PamZo/v-deo.html
Did you make your own floor or no? Kinematic doesn't make the prop register the floor; kinematic makes a prop static or not. Since sfm_physics is an extension and doesn't register the floor of the base maps used in scenes, you have to create your own "floor" by creating a prop, turning on kinematic, and then hiding the prop so it appears invisible. This makes it so the floor you use has physics and can be detected/ collide with other physics-based props. Once you have created your floor, spawn in your prop, rig it with the physics you'd like, and then use the run sfm_phys script. If all is well, it will work without any problem.
im guessing it doesnt work for some workshop models since it works fine on the scout but for e.g what im using is the lethal company player model and it just "breaks"
That is correct. Some workshop and external models do not use the same rigs as the built in models the physics extension was built for. You just have to experiment with some.
I've been having an issue where running the physics doesn't work. It won't even show the loading bar. I assumed it was an issue with the model being from the workshop but the same issue occurs with the default scout model. Do you know of any fixes for this?
Sorry for the very late response, I've been taking some time off. Make sure the scout model is hwm; I heard hwm works better so better to be sure. This isn't an issue I've hear before from what I can remember so we'll just do a quick check of the basic steps: -Installed the correct version of SFM_phys from the github link in my previous video. -Spawn a simple base prop like a haybale or an hwm model -Select a portion of time using one clip in the motion editor -Rig the prop with physics -Run the animation -Test a prop with kinematic and a prop without kinematic On top of that, I made a small change you may have noticed in this step "Select a portion of time *using one clip* in the motion editor". I've been hearing that selecting a portion of time using multiple clips can cause the simulation to not work. Otherwise, did you try moving the model in anyway? Some people have commented asking if they can move the model or hit it by moving another physics rigged prop and while it is possible, it's extremely unlikely to work properly and usually makes the model glitch out.
Response is up! I figured I'd make a short on it since it's actually a pretty good question I'd imagine I'll see in the future. Link here > ua-cam.com/users/shortsn_1yWLYzELE?feature=share
Did you install the sfmphysics addon from github? I didn't cover installation in this video, but I pinned the previous video, which covers installation in the first segment.
Sorry for the very late response, I've been taking some time off. There are a few things I can think of that may cause that: -Did you forget to select only a portion of time in the motion editor? -Did you select multiple clips when selecting a portion of time? I've been hearing that this can cause issues. -Did you forget to set a physics rigged floor with kinematic turned on? This will catch the model from falling through the map. -Did you move the prop in any way? Moving physics rigged props can cause them to stretch out violently and disappear from the map.
Sorry for the very late response, I've been taking some time off. It is possible but it is very unlikely to work the way you imagine it. Moving physics rigged props or hitting them by moving other physics rigged props is extremely buggy and usually doesn't work. You can try to re-run the simulation several times or try to mess around, but I have never had it work for me so I cannot help too much when it comes to finding a reliable way to make it work.
@fiveyeetone9792 You have to download Sfmphys. Click on the video link in the description, and it'll take you to my previous video where I covered installation.
Sorry for the very late response, I've been taking some time off. There are ways to try and hit physics rigged models but there isn't a 100% reliable way to have physic props collide with one another. You can try re-running the simulation a few times to see if it helps but it's very unlikely it will work unfortunately. The reason why is because the runsfm_phys script only makes a pre-determined course for the object to follow, but that course only simulates gravity at different levels depending on the changes to shape, friction, etc. Manually moving that object changes the way the "gravity" effects the model which can cause it to freeze, stretch violently, or simply disappear.
@@Dr.bone228 I try my best to reply to as many comments on my videos as possible! I am sorry I couldn't help you more directly with the problem you had though.
@@Ramenguy-san So after a bit of work, this is what I found: The map gm_goldencity is a gmod map meaning it needs to be ported from gmod to sfm. After downloading the map, porting it, and testing it a few times, I was able to get it to run with little trouble with the biggest down side being that certain textures didn't load into the sfm port. That aside, it worked pretty well, taught me how to port maps from gm to sfm, and it took about a minute to do. To turn the gm_goldencity map into a sfm port, just follow this 1 minute tutorial: ua-cam.com/video/ilOG0WGO_3I/v-deo.html I think that should be the issue you were having and if so then this will be the easiest way of fixing the problem. If the problem continues though, let me know and I'll start looking a bit deeper.
ok i can not get it to work 95% of the time i dont know what im doing wrong, i fallow everything you did but it will not run the sfmphys simulation no matter what i do. i loaded in a new model and put sfmphy rig on, select a part of the time line and click on run_sfmphys_simulation and nothing happens. I tried using it and a simple object and still will not work. I don't know why it will not try to simulate anything I want it to. plz help, this is pissing me off.
@DragonLegoMasterZ No, I don't see the link. I'd imagine it's a UA-cam safety measure. Don't worry though, I'll find the model and I'll get back to you; I will say to not get your hopes up too much though, external models have always been hit and miss for me. While you wait, try one of the models I use in the video and tell me if it works or not.
How do you get to rig physics? I follow step by step how you got to rig physics in the video and it's not there, is anyone else having this problem? The only options I have in the rig section are load rig script, detach rig, and rig_biped_simple
I didn't remember to cover the installation of the physics extension until I had posted the video. I quickly cover the installation in the first 3 minute segment of the video linked in the description.
Sorry for the very late response, I've been taking some time off. It could be like what effortlevelzero said where it is because you are in the graph timeline and that does sound like the reason why. There are also a decent amount of issues with moving physics rigged props. Trying to rig a prop with physics and then move it in a specific way combats the way the physics work which usually bugs out the prop by stretching it, refusing to run the simulation, or by not doing anything at all. Unfortunately, I've never personally found a reliable way to move props rigged with physics so I can't help too much on that part.
I didn't remember to cover the installation of the physics extension until I had posted the video. I quickly cover the installation in the first 3 minute segment of the video linked in the description.
@Braydens_Parkour-44 This usually happens with custom models due to new bones that don't register with the physics script. But sometimes it can also happen due to a faulty install. What model are you using?
If you enjoyed this video then please leave a like so more people can have a chance to see this tutorial!
Thank you for this bro!!
Of course!
Man i love both these guys
“do you have instagram?”
This video is so helpful on explaining ragdoll and physics in sfm. Thank you so much :)
i'm using the engineer model (the hwm one) and the pelvis just gets stuck in place for part of the simulation. How do i fix this?
the pelvis doesn't have kinematics enable
شكرا
very helpful
Thank you, this helped a lot
I'm glad
thank you , you really helped me
yo idk if im dumb, but i did it exactly like the video, but the medic character model shot down by like 2 m and then ragdolled
It doesn't show up for scout it just says load rigged scriped and load rig simple same with all my modles PLS HELP
Sorry for the very delayed response, UA-cam didn't give me your message notification.
Did you follow the installation segment from my previous video?
ty
why when this happens I hover over shot 3 and see the solider just disappears, but I still see a green dot with blue in the middle where he was standing?
great tutorial but im using the normal engineer model in sfm and the whole thing ragdolls apart from the pelvis and i was wondering if u might know what the problem is?
@hsh12361 The only thing I can think of is either you didn't use the hwm engineer, or the pelvis has kinematic turned on.
I'm so my model (Dallas) just collapses and my second model (Cloaker) just vanishes I could really use some help please.
Payday series models, yes?
And workshop too?
@@baronvonpickles yes
Is there I way to make the ragdoll more stiff?
@DonnyDoesStuff
You can try messing with the kinematic sliders and reloading the run_sfmphys script a few times.
Every time you run the script, it changes the way the physics affect the ragdoll.
@@baronvonpickles That was fast, I'll def try that
so i tryed doing this with hl2 barney however when i ran the simulation on the medic wall it moved and the model phased through it
Do you mean the wall itself falls?
If so, you probably forgot to set kinematic all the way up, which will turn the wall into a static prop and won't allow it to move.
how did you got rig physics? I loaded a model and right clicked on rig and there's no rig physics
It's a physics addon.
Installation is covered in the first 3 minutes of the video linked in the description.
So far I've figured out how to ragdoll the models when falling (just like in this tutorial/guide), but what if I wanted my model to look like it was thrown from the ground to the air, how do I do that?
This is a bit more tricky. I would imagine you would need to rig another model and sort of ram it into the model you want to throw.
But the drawbacks are these:
-It would have to be the right amount of force or nothing will happen/ the model will go flying.
-Due to the physics being finicky as it is, it's a pain to even get the models to collide properly in the first place.
Alternatively, you could try to change the model's path a bit more manually but that will most likely result in it just appearing as a stringy mess.
Lastly you could drop the model from a very high place, let it bounce, and then just play the video from the second it touches the ground to bouncing up in the air.
I'll check it later but I doubt I'll be able to find an effective way to make it more exact to your specifications since I tried a few things like this a while back.
I'll check it out soon.
I've been trying to figure out how to get a model to have most of its limbs/bones run with the physics rig EXCEPT the pelvis. That way I can control the trajectory of the model by just moving the pelvis, while the other bones can ragdoll. Do you know how to do that?
@Cyber_N-7660 Now this is a good suggestion, I believe I could be able to find a way, but I'm not completely certain. I'll try some things.
so, I've done everything up to the rigging physics section, I gave the model the rig script and selected a time frame of 10 sec, but when I run the physics thingy, nothing happens
What model is it, and is it a workshop model?
@@baronvonpicklesI’m also having that problem but I’m using spy
It for some reason dosent work in Sessions that contains a few shots. I was trying to get a Half Life 2 model ragdoll but it gets invisible everytime. Is there a fix to this?
Sorry for the very late response, I've been taking some time off. Did you set the play head back to the start? If so then this sounds familiar to a comment I saw just after this and I think it's the same issue:
"Did you try moving the model manually so it falls in a specific spot? I've had a few questions before where attempting to hit the model with a box or move the model to fall in a certain way, really effects the way the physics is simulated which usually just makes the model stretch so far that it just disappears from the view."
@@baronvonpickles I tried hitting the model with a box, i then tried it without the box and it still dissapears, not only the model but all the bones too.
@@HIKE-pg5iz Does it delete the model completely, or is it still selectable in the side menu?
@@baronvonpickles It is still selectable
When I click rig, none of those options show up.
Just load rig script and rig bipedal
Sorry for the very late response, I've been taking some time off.
This sounds like you never installed the physics addon. I didn't cover the installation in this video because I didn't want to make the video run longer than 10 minutes and it was a little easier on editing. Check out the first 3 minutes (or so) of this video for the installation instructions: ua-cam.com/video/djoSN0PamZo/v-deo.html
I applied kinematic and somehow, it fell through the floor. Why?
Did you make your own floor or no?
Kinematic doesn't make the prop register the floor; kinematic makes a prop static or not.
Since sfm_physics is an extension and doesn't register the floor of the base maps used in scenes, you have to create your own "floor" by creating a prop, turning on kinematic, and then hiding the prop so it appears invisible.
This makes it so the floor you use has physics and can be detected/ collide with other physics-based props.
Once you have created your floor, spawn in your prop, rig it with the physics you'd like, and then use the run sfm_phys script.
If all is well, it will work without any problem.
@@baronvonpickles I put the same model you used in the video for the floor and did everything you did, still worked as nothing happend
im guessing it doesnt work for some workshop models since it works fine on the scout but for e.g what im using is the lethal company player model and it just "breaks"
That is correct. Some workshop and external models do not use the same rigs as the built in models the physics extension was built for.
You just have to experiment with some.
@@baronvonpickles i see big thanks.
@@Thesnakex2MC
Of course!
please teach us how to hit the pyro with other objects
It is complicated, I'm afraid. I haven't been able to find a reliable way to do so.
I'll try to mess with it a bit but I can't guarantee anything.
I've been having an issue where running the physics doesn't work. It won't even show the loading bar. I assumed it was an issue with the model being from the workshop but the same issue occurs with the default scout model. Do you know of any fixes for this?
To preface I have a certain portion of time selected as well as the physics rigged to the model
Sorry for the very late response, I've been taking some time off.
Make sure the scout model is hwm; I heard hwm works better so better to be sure. This isn't an issue I've hear before from what I can remember so we'll just do a quick check of the basic steps:
-Installed the correct version of SFM_phys from the github link in my previous video.
-Spawn a simple base prop like a haybale or an hwm model
-Select a portion of time using one clip in the motion editor
-Rig the prop with physics
-Run the animation
-Test a prop with kinematic and a prop without kinematic
On top of that, I made a small change you may have noticed in this step "Select a portion of time *using one clip* in the motion editor". I've been hearing that selecting a portion of time using multiple clips can cause the simulation to not work.
Otherwise, did you try moving the model in anyway? Some people have commented asking if they can move the model or hit it by moving another physics rigged prop and while it is possible, it's extremely unlikely to work properly and usually makes the model glitch out.
Very nice tutorial! but i have a question, is it possible to make the ragdoll be like idk how to say like more stiff? like if it was a gmod ragdoll,
Let me take a look-
Response is up! I figured I'd make a short on it since it's actually a pretty good question I'd imagine I'll see in the future.
Link here > ua-cam.com/users/shortsn_1yWLYzELE?feature=share
Thanks alot mate!@@baronvonpickles
@@ADODSER Of course!
for some reason in there just isnt rig_physics for me
Did you install the sfmphysics addon from github? I didn't cover installation in this video, but I pinned the previous video, which covers installation in the first segment.
@@baronvonpickles OH! sorry that one is my bad! thank you for notifying me! sorry for the inconvinyence... ahh glad to see i still cant spell XD
I am trying to send Spy flying but when I click the run_sfmphy_animation, Nothing happens, The loading thing does not appear. Do you know why?
Did you select only a portion of time in the motion editor?
@@baronvonpickles Yes I Did, I made it 15 seconds
whenever i use it on my heavy he just dissappears no matter the time frame
Sorry for the very late response, I've been taking some time off.
There are a few things I can think of that may cause that:
-Did you forget to select only a portion of time in the motion editor?
-Did you select multiple clips when selecting a portion of time? I've been hearing that this can cause issues.
-Did you forget to set a physics rigged floor with kinematic turned on? This will catch the model from falling through the map.
-Did you move the prop in any way? Moving physics rigged props can cause them to stretch out violently and disappear from the map.
is it possible to move the models while they ragdoll?
Sorry for the very late response, I've been taking some time off.
It is possible but it is very unlikely to work the way you imagine it. Moving physics rigged props or hitting them by moving other physics rigged props is extremely buggy and usually doesn't work. You can try to re-run the simulation several times or try to mess around, but I have never had it work for me so I cannot help too much when it comes to finding a reliable way to make it work.
@@baronvonpickles thanks for telling me but i already figured it out like right after i made the comment lol
@@DhudoLopmandona No worries! I was just running through the comments I've gotten while I was gone. Again, terribly sorry for the delay!
Mogging Music ❗ 🤫🧏♂
i cant apply physics or run the simulation and the only thing it says is
"rig_biped_sample" can somebody help
@fiveyeetone9792 You have to download Sfmphys. Click on the video link in the description, and it'll take you to my previous video where I covered installation.
@@baronvonpickles i got sfmphys already but whenever i launch an object into the ragdoll and then ruun the simulation, it does not work
@fiveyeetone9792 I don't understand what you mean.
Like, you can't get two objects to collide with physics?
@@baronvonpickles it’s night rn so I will try tomorrow
when i try to push a model a object just goes trough him, is there a way to fix this?
Sorry for the very late response, I've been taking some time off.
There are ways to try and hit physics rigged models but there isn't a 100% reliable way to have physic props collide with one another. You can try re-running the simulation a few times to see if it helps but it's very unlikely it will work unfortunately.
The reason why is because the runsfm_phys script only makes a pre-determined course for the object to follow, but that course only simulates gravity at different levels depending on the changes to shape, friction, etc. Manually moving that object changes the way the "gravity" effects the model which can cause it to freeze, stretch violently, or simply disappear.
@@baronvonpickles i didn't actually thought you'd reply :0
THANK YOU VERY MUUUUCH
@@Dr.bone228 I try my best to reply to as many comments on my videos as possible! I am sorry I couldn't help you more directly with the problem you had though.
@@baronvonpickles nah its all good all good
Can help me? I have download map from steam workshop but, that is not show on list Bsp.file on sfm why??. What i can do that to overcome this problem
What map did you download?
@@baronvonpickles gm_goldencity from workshop
@user-iw2jh8qc6f Sorry for delay, I didn't get the notification until now. I will check it out tomorrow as it is late for me.
@@baronvonpickles ok take your time, and please help me to solve my problem in sfm map downloaded
@@Ramenguy-san
So after a bit of work, this is what I found:
The map gm_goldencity is a gmod map meaning it needs to be ported from gmod to sfm.
After downloading the map, porting it, and testing it a few times, I was able to get it to run with little trouble with the biggest down side being that certain textures didn't load into the sfm port. That aside, it worked pretty well, taught me how to port maps from gm to sfm, and it took about a minute to do.
To turn the gm_goldencity map into a sfm port, just follow this 1 minute tutorial: ua-cam.com/video/ilOG0WGO_3I/v-deo.html
I think that should be the issue you were having and if so then this will be the easiest way of fixing the problem.
If the problem continues though, let me know and I'll start looking a bit deeper.
ok i can not get it to work 95% of the time i dont know what im doing wrong, i fallow everything you did but it will not run the sfmphys simulation no matter what i do. i loaded in a new model and put sfmphy rig on, select a part of the time line and click on run_sfmphys_simulation and nothing happens. I tried using it and a simple object and still will not work. I don't know why it will not try to simulate anything I want it to. plz help, this is pissing me off.
Can you send me the model name?
@@baronvonpickles hey i sent a replay did it go threw ?
@@DragonLegoMasterZ No, I did not see the model name.
@@baronvonpickles I sent you a mega link of the model, named Dagath. Did you get that?
@DragonLegoMasterZ
No, I don't see the link. I'd imagine it's a UA-cam safety measure. Don't worry though, I'll find the model and I'll get back to you; I will say to not get your hopes up too much though, external models have always been hit and miss for me.
While you wait, try one of the models I use in the video and tell me if it works or not.
How do you get to rig physics? I follow step by step how you got to rig physics in the video and it's not there, is anyone else having this problem? The only options I have in the rig section are load rig script, detach rig, and rig_biped_simple
I didn't remember to cover the installation of the physics extension until I had posted the video. I quickly cover the installation in the first 3 minute segment of the video linked in the description.
@@baronvonpickles Thank you so much, it worked and I have the physics now thank you.
im trying to hit an engineer with a crate but he gets stretched out because the pelvis doesnt move
I think you might be in the graph timeline thing
Sorry for the very late response, I've been taking some time off.
It could be like what effortlevelzero said where it is because you are in the graph timeline and that does sound like the reason why. There are also a decent amount of issues with moving physics rigged props. Trying to rig a prop with physics and then move it in a specific way combats the way the physics work which usually bugs out the prop by stretching it, refusing to run the simulation, or by not doing anything at all. Unfortunately, I've never personally found a reliable way to move props rigged with physics so I can't help too much on that part.
i cant see it bruh
am i stupid?
@iqskeleton You have to install Sfmphys. Installation is covered by the video linked in the description.
There’s no PHYSICS RIGGGG HELLLLP
I didn't remember to cover the installation of the physics extension until I had posted the video. I quickly cover the installation in the first 3 minute segment of the video linked in the description.
It’s in platform
Doesn’t work
I need details on what the issue is.
@@baronvonpickles the rig will not apply
@Braydens_Parkour-44 This usually happens with custom models due to new bones that don't register with the physics script. But sometimes it can also happen due to a faulty install. What model are you using?
@@baronvonpickles idk
@@baronvonpickles like a hl2 model