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IF THAT THING, (THE QC FILE METHOD.) DOSE NOT WORK, THEN PLEASE TELL ME IF THERE'S ANOTHER WAY. :) I HATE TO ASK THIS BUT I HATE THOSE FACIAL FEATURES AND I WANNA KNOW IF I CAN CHANGE EM. LIKE I SAID B4. ^_^
AGAIN I THANK U DEARLY REGARDLESS OF THE ANSWERS I KNOW IT'S NOT U IT'S MODELING IT CAN BE A PAIN! LOL XD
ALSO, I HAVE ANOTHER QUESTION WITCH IS SORT OF UNRELATED TO THIS, BUT IN A WAY IT IS RELATED.....SAY IF I CREATED A CUSTOM MESH IN BLENDER LIKE A NECKLACE, HOW WOULD I GIVE IT THE "RIG_BIPED SIMPLE" RIG? SINCE IT'S NOT HUMAN I DON'T KNOW HOW TO DO THAT.
UNFORTUNATELY, THERE IS NO EASY SHORTCUT TO MAKING FACE POSING, WHICH IS THE MAIN REASON WHY YOUR REQUESTS FOR ENHANCED FACE POSING WERE MET WITH SUCH RELUCTANCE.
EVERY FLEX HAS TO BE MADE AND ADJUSTED MANUALLY - EACH NEEDS TO BE CREATED/SELECTED IN TURN IN BLENDER, THEN THE MESH HAS TO BE ADJUSTED TO THE RIGHT SHAPE FOR THAT FLEX.
(FLEXES/SHAPE KEYS ARE A SUBSET OF WHAT IS CALLED VERTEX ANIMATION, WHERE THE INDIVIDUAL VERTICES OF A MESH ARE KEYFRAMED - HENCE WHY MESHES HAVE TO BE TOPOLOGICALLY IDENTICAL TO TRANSFER SHAPE KEY DATA. THIS IS DIFFERENT TO BONE ANIMATION, WHERE VERTICES HAVE BEEN "WEIGHTED" TO A VIRTUAL SKELETON. EACH HAS ITS ADVANTAGES AND DISADVANTAGES).
* SUCH A QCI FILE ISN'T EVEN NECESSARY WITH DMX EXPORTS. THAT SAID, MAKING A SET OF FLEXES TO MATCH THE SET THAT QCI FILE EXPECTS WOULDN'T BE A BAD STARTING POINT (EVEN WITH A DMX EXPORT), AS SFM CAN IMPORT DEFAULT LIP-SYNC TABLES FOR THESE FLEX CONTROLLERS.
SAME GOES FOR THE L4D2 MODEL I WANNA COPY THE FACE FLEX'S FROM, IDK IF HE HAS BONES OR WHAT EVER THE OTHER THING IS FOR FACE CONTROLS.
BY DEFAULT, BLENDER AUTOMATICALLY GENERATES THE CONTROLLERS, BUT YOU CAN ALSO USE ADVANCED MODE FOR FEATURES LIKE WRINKLE MAPS AND CORRECTIVE SHAPES. (WHICH SMD DOESN'T SUPPORT AT ALL).
THE ONLY REAL NIGGLE OF USING DMX RATHER THAN SMD FORMAT IS THAT THE COMPILER CAN'T AUTOMATICALLY CULL BONE WEIGHTS FOR DMX FILES. (TO BE HONEST, YOU SHOULD DO THE CULLING MANUALLY ANYWAY, BUT SOMETIMES IT'S EASIER TO BE LAZY AND LET THE COMPILER DO IT, SO I OFTEN STILL USE SMD TO EXPORT MODELS THAT DON'T NEED FLEXES*).
* OR OFTEN WHEN I'VE MADE FLEXES IN BLENDER WHICH I DON'T WANT/NEED IN SFM (I SOMETIMES MAKE FLEXES FOR MODELLING PURPOSES) AND CAN'T BE BOTHERED TO DISABLE THEM IN A DMX EXPORT.
ALMOST CERTAINLY NOT IN BOTH CASES. VALVE DON'T TEND TO USE BONE ANIMATION FOR FACES.
(GENERALLY, MOST MODELS FOR SFM THAT HAVE FACE BONES HAVE THEM BECAUSE THEY WERE ORIGINALLY PORTED FROM ANOTHER ENGINE).
I WAS WONDERIGN WHAT THEY WERE FOR LOL TY I SHALL KEEP THAT IN MIND, MAYBE I'LL EXPERIMENT WITH THAT A LITTLE BIT WHEN I FIGURE ALL THIS OUT XD.