TF2 Blender Guide: Scout's Dog Tags Soft Body Mesh
This is a surface deformer mesh for Scout's dog tags. It can be used to add Soft Body physics to the dog tags, allowing the necklace to rest naturally on Scout using gravity, instead of trying to animate the necklace with its bones. Here are two .blend files. One contains just the mesh and Empty (the file named scout dog tags mesh.blend).
The other is a scene with Scout that shows the mesh set up to relax onto Scout's body (using my shots from The Terrific 2Fort Heist collab, linked below), in case you wish to reverse-engineer the simulation I used.
[These .blend files are not available to download through Tumblr, but you can recreate the softbody mesh by following the same necklace soft body mesh video tutorial I followed:]
Credit to Katy133 for the mesh is not needed, but if you use it, please feel free to show how you used it down below.
On how to use it, if you get stuck, please consult the tutorial (timestamp: 6:07) I used to make this mesh: ANIMATION using SOFT BODY Simulations!!! | Blender 3D Tutorial
Firstly, make sure Scout in placed at the World Origin and that he is in his default pose.
Select Empty_hook_dogtags and in the Constraints properties tab, add a Child Of. Set the Target to Scout's rig (Example: Rigify-Scout-IK), and the Bone to the control closest to the back of Scout's neck (bip_spine_3_fk.001). If the mesh moves, press the Set Inverse button.
Select the model for Scout's necklace. In the Modifiers properties tab, add a Surface Deform. For Target, set dogtags_softbody_mesh and press the Bind button. If you get an error message, try a different spot on the timeline, or editing the vertex of the surface deformer mesh (to make sure the necklace model is inside mesh) and try pressing Bind again. Make sure the Surface Deform modifier is placed below the Armature modifier (click and drag the panels to move them). Do the same for the model for Scout's dog tags.
You should now be able to create a Soft Body sim with Scout's necklace.
I used this mesh in the following video: