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Source Filmmaker

Sallmen Feb 25, 2017 @ 10:34am
eye flex controler not working I:I
im not sure how eye rigging works but do i need to put somthing in the vmt or the qc because when ever i compile and see how it looks the flex controller doesnt do anything and the eyes dont move
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Showing 1-15 of 21 comments
Pte Jack Feb 25, 2017 @ 10:41am 
I do an intensive bit on eyes in my guide. Look at the These Eyes section

http://steamcommunity.com/sharedfiles/filedetails/?id=245723825
Zappy Feb 25, 2017 @ 10:49am 
Please copy and paste your whole QC file here.
Sallmen Feb 25, 2017 @ 10:52am 
okie here u go

$ModelName "models/Simu.mdl"
$eyeposition 0 0 70

$attachment "eyes" "ValveBiped.Bip01_Head1" 0.04 1.22 -3.98 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90

$model Simu "Reference.smd" {
eyeball righteye "ValveBiped.Bip01_Head1" -1.57 1.22 -3.98 "eyeball_r" 1.00 4 "pupil_r" 0.63
eyeball lefteye "ValveBiped.Bip01_Head1" 1.65 1.22 -3.98 "eyeball_l" 1.00 -4 "pupil_l" 0.63

eyelid upper_right "Simu" lowerer 1 3.98 neutral 0 3.98 raiser 2 3.98 split 0.1 eyeball righteye
eyelid lower_right "Simu" lowerer 3 3.98 neutral 0 3.98 raiser 4 3.98 split 0.1 eyeball righteye
eyelid upper_left "Simu" lowerer 1 3.98 neutral 0 3.98 raiser 2 3.98 split -0.1 eyeball lefteye
eyelid lower_left "Simu" lowerer 3 3.98 neutral 0 3.98 raiser 4 3.98 split -0.1 eyeball lefteye

mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination
flexfile "Simu" {
$include "../standardflex_xsi.qci"
}
$include "../facerules_xsi.qci"
$include "../bodyrules_xsi.qci"
}
$BodyGroup "mybody"
{
studio "Reference.dmx"
}


$SurfaceProp "metal"

$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials "models/Simu"

$Sequence "Idle" {
"Idle.smd"
activity "ACT_IDLE" 1
fadein 0.2
fadeout 0.2
fps 30
}

$KeyValues
{
prop_data
{
"base" "Metal.Medium"
}
}
Pte Jack Feb 25, 2017 @ 11:09am 
Very very small model if that is the actual location of the center of the eyes....
episoder Feb 25, 2017 @ 11:29am 
it's below the floor. if the model is not standing on the floor this might work. but it seems wrong. also... do you really need all these sdk files? how does that vta work or not work? why you mix reference smd and dmx?

standard recipe

$ModelName "models/Simu.mdl" $CDMaterials "models/Simu" $attachment "eyes" "ValveBiped.Bip01_Head1" 0.04 1.22 -3.98 absolute $attachment lefteye ValveBiped.Bip01_Head1 1.65 1.22 -3.98 absolute $attachment righteye ValveBiped.Bip01_Head1 -1.57 1.22 -3.98 absolute $model Simu "Reference.dmx" { eyeball lefteye "ValveBiped.Bip01_Head1" 1.65 1.22 -3.98 "eyeball_l" 1.00 -4 "pupil_l" 0.63 eyeball righteye "ValveBiped.Bip01_Head1" -1.57 1.22 -3.98 "eyeball_r" 1.00 4 "pupil_r" 0.63 flexcontroller eyes range -15.000 22.000 eyes_updown flexcontroller eyes range -45.000 45.000 eyes_rightleft } $SurfaceProp "metal" $Sequence "ragdoll" Reference.dmx fps 1

i dunno why always forget the flexcontrollers in the post. :steamhappy: especially here.
Last edited by episoder; Feb 25, 2017 @ 11:33am
Sallmen Feb 25, 2017 @ 11:38am 
it didnt do anything the eyes are just pink now
episoder Feb 25, 2017 @ 11:47am 
post the vmt for the eyeball_l or eyeball_r material. basicly make sure the textures point to valid files. if it's plain pink you have a very tiny checkerboard. you gotta check if the eyeball coordinates are correct. you should probably move them to around 1.65 1.22 60.00 and -1.57 1.22 60.00 respectively. that is somewhat regular eye height.
Last edited by episoder; Feb 25, 2017 @ 11:48am
Sallmen Feb 25, 2017 @ 11:48am 
here is the left one the right one is the same


"eyes"
{
"$basetexture" "models/Simu/eyeball_l"
"$iris" "models/Simu/pupil_l"
"$halflambert" "1"

"$ambientocclusion" "1"
}
episoder Feb 25, 2017 @ 11:53am 
that looks alright. is the material name the same in the model file aka in your modelling program?
Sallmen Feb 25, 2017 @ 11:55am 
oh hold on no it isnt
Sallmen Feb 25, 2017 @ 12:02pm 
ok i fixed it but it didnt do anything
episoder Feb 25, 2017 @ 12:06pm 
have you rexported and recompiled completely? are the base and iris textures in that folder?

also... are you testing in sfm or hlmv? if you do sfm you gotta reopen it to invalidate the model cache. or plain use hlmv for eye setup. is alot quicker.
Last edited by episoder; Feb 25, 2017 @ 12:08pm
Sallmen Feb 25, 2017 @ 12:10pm 
im testing in hlmv so when i open it in sfm its not messed up

also yes the textures are in that folder also does the pupil's background need to be transparent?
Last edited by Sallmen; Feb 25, 2017 @ 12:11pm
Marco Skoll Feb 25, 2017 @ 12:42pm 
Originally posted by Yokeke:
does the pupil's background need to be transparent?
Usually with the EyeRefract shader, you want the texture to have the pupil and iris fully transparent (or nearly fully transparent), and the sclera highly, but not fully, transparent.
Sallmen Feb 25, 2017 @ 12:52pm 
ok but the eyes are still pink :c
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Date Posted: Feb 25, 2017 @ 10:34am
Posts: 21