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Disabling collision is interesting. Might be an addon that’s messing with selecting ragdolls. Would you be able to send an unlisted Youtube video (or whatever method of video sharing) showing how that looks? E.g. do you see any bones when hovering over prop, etc.? Sending it here is okay
If you can’t figure out how to send me a video, then run this command:
lua_run local ent = RAGDOLLMOVER[Entity(1)].Entity print(ent and ent:GetModel() or "no entity selected")
The above command also helps me figure out the selection bug, but the collision disabling is a good lead
I appreciate the double communication here and in Stop Motion Helper’s workshop comments, but keep its issues there
Did you see the comment below to help troubleshoot that? Open the console (figure out how to do that), and run the command, and tell me if you get a model or “no entity selected” message
Might be better to show how this is done and put this in a discussion post, rather than burying it in the comment section. Stay tuned for that
Constrained entities / lock bone settings don't get saved with the HL2 save system. You have to use the GMod save system. Maybe that might fix an issue with the missing fingers..? I'm also interested in knowing how you ended up using HL2 saves over GMod saves
But I was wondering if the way saving game process does relate to these issue (I use the HL2 one)
It's mainly an issue for me because it also messes up the "Show Skeleton" option, cause non-physical bones are invisible in game
lua_run local ent = RAGDOLLMOVER[Entity(1)].Entity print(ent and ent:GetModel() or "no entity selected")
(copy the italicized command)
What this will do is output the prop's model in the console, if you have selected the entity. If you're getting "no entity selected", then I suspect it might be an addon that is interfering with Ragdoll Mover's selection function. In that case, I'd suggest narrowing down the addon that's causing the problem by disabling "Tool" or "SWEP" addons until it finally works
I'd also testing it on default maps like gm_construct to help clarify if it's an addon issue or map issue
I'll assume that you are able to select a ragdoll, and that you're selecting its fingers either with Advanced Bone Select or through the C Menu with Bone List. Under Precise Non-Physics Manipulation, are you seeing options that allow you to rotate, position, or scale the bones?
On the other hand, under the Gizmo Offset menu, click "Reset Gizmo offset" as that may give the impression that a bone is not selected. Missing gizmos might come up when "Scale children bones" and "Move children bones when scaling" is enabled, as those options change the gizmo offset
It still happens when I test in a no-tool environment
just to be sure, could you link the new models addon you subscribed to and the physics override you use?
Perhaps new models screw up the .phy file? Anyhow, thanks for the suggestion @dim sum un, yet unfortunately I've already overridden my work to restarted the process. I'll keep this in mind if this were to happen again. 😊
I suggest looking into your addons for any physics overrides: workshop addons, local addons, any ragdoll that has a .phy file in your garrysmod filesystem.
Enable or disable physics override addons to find the one that works. Have any physics overrides updated lately? If so, you can ask those authors for the old versions: Steam keeps those for authors to fall back to.
This may still be recoverable. There’s just always more work to it
The known way for (ragdoll physics) bone positions to mess up is if one changes a physics model between saves. It happens with any ragdoll (not just a TF2 ragdoll with improved physics override)
Try narrowing down the addon that changes the physics of your ragdolls
You rebind it in two ways:
1. In Ragdoll Mover's C menu, on the Misc. tab, there are two big buttons below tool update rate: one for Rotate toggle and one for Scale toggle. Click on the button for Rotate toggle to rebind it
2. Set it in the console via `ragdollmover_rotatebutton [NUMBER]`, where [NUMBER] (1, 4, 98, etc.) represents the key you want to bind it to. See this table [wiki.facepunch.com] for a list of valid key numbers
Where's the link with old version of ragdoll mover? Please
`lua_run PrintTable(hook.GetTable().PlayerSpawn)`
Copy and paste the blue text that shows up in your console into your comment when you reply. This'll help me intuit a potential addon conflict here
(To open the console, first load into a map and press the ~ button)
https://imgur.com/2lV4hUB