Source Filmmaker

Source Filmmaker

Getting wonky looking eyes
I've been following Pte Jack's tutorial on bringing models from Blender to SFM and I've almost got a fully functioning custom Fuse character ready to be animated, but I've been stuck on the eyes the last few days. Here's what I'm ending up with:

http://imgur.com/a/hqvRV

The eyes appear to be angled too low at the default state. If I use the updown controller to move them up, they only move up a tiny smidge further than this. If I muck around with a few of the other controls, I can turn the eyes around and they look like this:

http://imgur.com/a/6uked

Also, the controls seem to be reversed (up is down, left is right, etc). To me, it seems the eyes are set backwards on the model somehow, but they are definitely fine on the Blender side of things (material and UVs look fine).

http://imgur.com/a/mGE89

So obviously, it's gotta be a QC issue or an eye refract issue, right? But I have followed everything to a tee, including properly setting the values for QC_eyes right in the center of the eyeball spheres using the blender 3D cursor trick. But here's what my QCs and eyeball VMTs look like:

http://imgur.com/a/DC1e8
http://imgur.com/a/WzGCK
http://imgur.com/a/vKRpf

So not entirely sure what's going on. I read somewhat of a similar issue elsewhere online, regarding some of the coordinates being reversed in the QC, perhaps? But it was unclear which values exactly as I used the proper coordinates I'm sure.

Oh, also since messing around with values for some reason now, when I open up the model in the model viewer the whole head goes crazy:

http://imgur.com/a/wDpbb

But the model still imports into sfm just fine (minus the wonky eyes of course). Any help would be appreciated. Thanks!!


Last edited by Kanadanabis Kai; Apr 15, 2017 @ 8:06pm
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Showing 1-4 of 4 comments
Zappy Apr 15, 2017 @ 11:56pm 
What happens if you move the eye co-ordinates (both in $Model and the $Attachments) further backwards into the head?
Pte Jack Apr 16, 2017 @ 7:29am 
Also, check the direction of the eye normals. They could be reversed and looking into the eye instead of outwards. You may be seeing the backface of the eyes. As I write in the guide, eyes are tricky and may need some adjustments. Picture the eye area as an orb or sphere and move the 3d cursor to what should be the center of the sphere. Use the 3d cursor x/y/z coordinates as the initial settings then move forward or backward from there. Once you get the eyes visible, use the HLMV flexes to move them around, if they don't move in straight lines up/down AND left/right then you still have some fiddling to do.
Last edited by Pte Jack; Apr 16, 2017 @ 7:35am
Kanadanabis Kai Apr 16, 2017 @ 9:54am 
The normals seem to look fine, but interestingly enough I moved the coordinates forward to the very front vertex of eyeball and it's a little better, only now he's cross-eyed lol

http://imgur.com/a/S7inj

Easy fix for that by moving the convergence slider over a bit, but still a little annoying.
Oh well, I'll keep messing around with those numbers then, that's gotta be it.

Thanks guys!
Pte Jack Apr 16, 2017 @ 2:17pm 
So, this is what I do in Blender, I imagine (or actually create) a sphere/orb where the eyeballs go and place my 3d cursor dead center of that orb. I then export, compile and load the model into HLMV TURN OFF THE LOOK AT CAMERA switch and use the eye flex controllers to move them. If they are out of whack left, right, up or down when I load the model, I make adjustments to the qc coords and recompile until they look like they are correct (remember, the model hasn't changed, just the floating iris coords have so you don't have to re-export). Once they look correct, I start moving the flexes and make coord adjustments forward and backwards until the eyes are center and the move in straight lines.

http://steamcommunity.com/sharedfiles/filedetails/?id=907070729
http://steamcommunity.com/sharedfiles/filedetails/?id=907071641
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Date Posted: Apr 15, 2017 @ 8:05pm
Posts: 4