Garry's Mod

Garry's Mod

Composite Bonemerge Tool
348 Comments
Charmyzard 29 Jun @ 2:20pm 
Yeah, the C omposite B oneless T ool :steamhearteyes:
shiny 8 Jun @ 6:12pm 
cbt?:steammocking:
Is this the tool that lets you change colors of already bonemerged models?
ducksicker 13 Apr @ 11:55am 
lol it says cbt
DoomQuake95 22 Feb @ 1:00am 
Badass! Like a PAC3 Jr. that could be used on NPCs
Pixl 4 Dec, 2024 @ 11:28am 
Still stumped on animation. IDK then
Pixl 4 Dec, 2024 @ 11:20am 
I see.
kuma7  [author] 4 Dec, 2024 @ 10:30am 
You just need to enable sv_compositeentities_childboneediting in the console, and then you can start animating.
Pixl 4 Dec, 2024 @ 10:11am 
If someone can lmk how this is in any way working with SMH I will appreciate it.
Specneo 20 Nov, 2024 @ 6:11pm 
sorry bout that. But I wanted to show the bugs to you.
kuma7  [author] 20 Nov, 2024 @ 5:56pm 
Read the blue statement in the bug reports thread and check whether the errors persist when the tool is disabled. HUDNumber5 and TextWidth are not used in this addon's code.
Specneo 20 Nov, 2024 @ 3:23pm 
[Composite Bonemerge Tool] RunString(Ex):113: attempt to perform arithmetic on local 'TextWidth' (a nil value)
1. unknown - RunString(Ex):113
2. oldDrawModel - [C]:-1
3. DrawModel - lua/compositeentities/override/sh_entity.lua:520
4. Render - lua/includes/modules/halo.lua:76
5. v - lua/includes/modules/halo.lua:145
6. unknown - lua/includes/modules/hook.lua:96
Specneo 20 Nov, 2024 @ 3:23pm 
[Composite Bonemerge Tool] 'HUDNumber5' isn't a valid font
1. unknown - RunString(Ex):106
2. oldDrawModel - [C]:-1
3. DrawModel - lua/compositeentities/override/sh_entity.lua:520
4. Render - lua/includes/modules/halo.lua:76
5. v - lua/includes/modules/halo.lua:145
6. unknown - lua/includes/modules/hook.lua:96
Bad Opinions Squid #FixTF2 19 Nov, 2024 @ 5:17pm 
Would it be possible to make this mod compatible with the shadow remover tool?
I'm trying to use it to make certain parts of a model glow in the dark but not others
Jiggle's Homemade animations 17 Nov, 2024 @ 6:18pm 
This is a pretty good tool, but i keep encountering this one particular bug when I tried to exit out the tool, the tool menu gets stuck in place, which prevent me from doing anything else, so im force to closed the app out entirely. This happens when you use it a couple of times.
Democratic Ice Noodle 28 Sep, 2024 @ 11:46pm 
Hmm doesn't appear to work with advance duplicator 2. Shame that been trying to find some bone merge addon that functions with that so that way I don't have to pose the bones every single time. Not your fault there as it appears the devs of the advance duplicator doesn't appear to leave hardly any documentation.
TIRED AND LAZY 22 Aug, 2024 @ 6:25pm 
Thank you! I thought the feature was gone forever
[DEAF] AaronJohnLeal2001 22 Aug, 2024 @ 10:56am 
@TIRED AND LAZY Thank you!!! Helped before missing errors to fixed back stay face poser! :steamhappy:
kuma7  [author] 22 Aug, 2024 @ 9:06am 
After further investigation, I think I managed to fix the LUA errors without removing that feature. It should work again now.
TIRED AND LAZY 22 Aug, 2024 @ 6:46am 
Ah, thanks for reply, a shame that the face poser is broken due to the new update,at least the other features can still work with SMH.
kuma7  [author] 22 Aug, 2024 @ 6:11am 
@TIRED AND LAZY
As you mentioned, it wasn’t a bug but a feature. However, the Gmod developers updated the game in July and made some changes to the vanilla faceposer code, which caused LUA errors when CBT was used to bonemerge ragdolls with flexes. Unfortunately, I had to remove it.
TIRED AND LAZY 22 Aug, 2024 @ 4:43am 
I thought the face posing bug was a feature,I really liked the bug to be able to swap heads since some ragdolls don't have facial flexes,I could just use the tool to bonemerge one with face flex on it and proceed to make animations with it.If you don't mind me asking, Is this bug gone gone? Or is it going to be back any time soon?
[DEAF] AaronJohnLeal2001 13 Aug, 2024 @ 1:46pm 
Before Composite Bonemerge Tool and add Face poser to After update but not add face poser?
All-Daddy 2 Aug, 2024 @ 5:17pm 
CBT?!!!
kuma7  [author] 2 Aug, 2024 @ 3:04am 
Tell me the steps I should follow to reproduce those errors. I updated the tool yesterday and I am not experiencing errors related to the faceposer anymore.
[DEAF] AaronJohnLeal2001 2 Aug, 2024 @ 2:34am 
Hello guy. Updated GMod July 31,2024 to errors missing not work face poser please update?

How do it fix Face Poser?
kuma7  [author] 1 Aug, 2024 @ 10:56am 
Actually, you don't need to detach any models unless they include unique flexes. In most cases, the flexes of cosmetics use the same flex names as the model they are intended to be attached to. Some cosmetics have additional special flexes, which can no longer be changed. That's the only thing that has changed.
DoomliBug 1 Aug, 2024 @ 2:00am 
Ah, that's a shame! I have been able to do faceposing with the models I often use by the method you detailed, and whilst it's a bit more complicated at least it does still work!

I've also found a workaround by simply faceposing the separated model and then left clicking to "paste" the parameters on the bonemerged instead.
kuma7  [author] 31 Jul, 2024 @ 11:49pm 
@DoomliBug Unfortunately, I have bad news regarding this update. I've done a few tests and reached a couple of conclusions:

- If bonemerged models don't add new flexes (their flexes already exist in the parent model), the system still works as intended.
- Otherwise, LUA errors appear on model selection and the flexes aren't loaded.

I'll update the tool so that if bonemerged models add new flexes, those are not loaded. Consequently, the only way to modify those flexes will be to detach the bonemerged models and then select and manipulate them separately.
DoomliBug 31 Jul, 2024 @ 5:00pm 
Hi, I think that the new update to the faceposer UI broke the feature of faceposing bonemerged models... I get an error when trying to do so which only happens to models that have been bonemerged. It's possibly an incompatibility with "Enhanced Faceposer", which was updated recently for the update.
Random Guy 5 Jul, 2024 @ 9:50am 
It could just be the models I put in manually, I'll check later
kuma7  [author] 5 Jul, 2024 @ 6:27am 
It still works on my end. Keep in mind that the tool was last update on May 27, so it must be something else.
Random Guy 5 Jul, 2024 @ 3:00am 
it might just be a me thing but the face poser doesn't work with the mod anymore
kuma7  [author] 6 Jun, 2024 @ 3:32am 
It's this ConVar: sv_compositeentities_childboneediting
Also, keep in mind that SMH won't offer a list of bonemerged props to you, which I presume you'd expect. The bonemerged props' bones will be added to the bone list of the parent instead.
ATP-1002 6 Jun, 2024 @ 3:10am 
Weird. I think I have that enabled though.
Damn, that sucks since I don't know what's up with that.
kuma7  [author] 5 Jun, 2024 @ 10:59pm 
SMH's creator has been testing the tool recently, and he found out that bonemerged models are automatically saved when the bone ConVar is set to 1. You are better off asking him, as I don't know how to animate myself.
ATP-1002 5 Jun, 2024 @ 9:30pm 
Do you know how to save bonemerged-props and tools in the SMH tool?
Can't seem to figure out how.
[insert name here] 23 May, 2024 @ 4:41am 
hehehe peepee joke lmao
kuma7  [author] 6 May, 2024 @ 11:19pm 
Is that supposed to be a bug report?
215phoenix 6 May, 2024 @ 5:14pm 
the bonemerge tool adds multiple bodygroups and skingroups
kuma7  [author] 2 May, 2024 @ 11:11pm 
I think I know what caused that. I'll push an update today
DoomliBug 2 May, 2024 @ 10:59pm 
It works fine with the vanilla color tool, but other coloring tools (Such as Proxy Color Tool and TF2 Hat Painter Tool) wipes the applied color after bonemerging
kuma7  [author] 2 May, 2024 @ 3:54pm 
Do you mean that bonemerged models lose the color they have before they are bonemerged? I didn't experience anything like that with the vanilla color tool.
DoomliBug 2 May, 2024 @ 3:00pm 
New update seems to have broken Proxy Color Tool usage with bonemerging :c It's resetting the colors applied before bonemerge
TheCarson116 24 Apr, 2024 @ 1:01pm 
Alright.
kuma7  [author] 24 Apr, 2024 @ 12:50pm 
I'd download it and try and find out what's going on. You can friend me and post it privately if you want.
TheCarson116 24 Apr, 2024 @ 12:46pm 
What would you or me then do with that?
kuma7  [author] 24 Apr, 2024 @ 12:39pm 
I'd say the simplest way to evaluate this is by posting a dupe of it.
TheCarson116 24 Apr, 2024 @ 12:25pm 
It does, all 56 of them, but like I said I can only override the first 6 which belong to the vehicle itself: the others are all for the models that I bonemerged to the vehicle. If I bonemerge all of them as models though it works fine: I can override any of the 56 materials even though Source's limit is normally 32.
kuma7  [author] 24 Apr, 2024 @ 11:42am 
The tool doesn't make any distinction between model types. Perhaps the game or another addon limits the number of submaterials you can change for vehicles. In any case, the submaterial tool should list the submaterials of the bonemerged models, doesn't it?