Source Filmmaker
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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Показване на 1-15 от 21 коментара
I do an intensive bit on eyes in my guide. Look at the These Eyes section

http://steamcommunity.com/sharedfiles/filedetails/?id=245723825
Please copy and paste your whole QC file here.
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"
}
}
Very very small model if that is the actual location of the center of the eyes....
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.
Последно редактиран от episoder; 25 февр. 2017 в 11:33
it didnt do anything the eyes are just pink now
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.
Последно редактиран от episoder; 25 февр. 2017 в 11:48
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"
}
that looks alright. is the material name the same in the model file aka in your modelling program?
ok i fixed it but it didnt do anything
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.
Последно редактиран от episoder; 25 февр. 2017 в 12:08
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?
Последно редактиран от Sallmen; 25 февр. 2017 в 12:11
Първоначално публикувано от 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.
ok but the eyes are still pink :c
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Дата на публикуване: 25 февр. 2017 в 10:34
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