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The basics of DMX flex controllers that you need for what you're doing are exceptionally easy.
Because the BleST plug-in can auto generate most of the code for you, until you want to use more advanced features like combining different flexes into one controller (such as having eyes widen and close on the same slider), it's just a case of clicking a button to generate the code and then changing the value of the "stereo" parameter to 1 rather than 0 for any flex controllers that you would like to be left/right split.
While you could try to solve the problem with your VTAs, that's an obsolete format that's only still useful for very specific tasks, so you might as well use this as an excuse to learn DMX, because it would just be worth it anyway. The newer format will save you a lot of trouble and effort in the long run and also has a lot of cool features that aren't even possible in SMD/VTA.
I really do not miss having to program VTA controllers.
I appreciate it.
For basic purposes though, the basics of a DMX flex controller can be broken down very simply.
Firstly, you can't have underscores (like_this) in the flex name, because this causes Blender/SFM to treat them as a "corrective" automatic shapes to be mixed in when other shapes are active. That's a useful feature, but it does mean no underscores in the name of your basic shapes.
After that, it's pretty simple. Here's an auto generated flex:
{
"id" "elementid" "ef410424-bba5-3238-ad57-f5e22dfaba9a"
"name" "string" "flexshape"
"rawControlNames" "string_array" ["flexshape"]
"stereo" "bool" "0"
"eyelid" "bool" "0"
"flexMax" "float" "1.0"
"flexMin" "float" "0.0"
"wrinkleScales" "float_array" ["0.0"]
},
For simple purposes, after Blender has generated your flex controller code, the only things you will need to touch in any controller are:
- Anything in the quotes at the end of the "name" line. This can be used to rename your controller. Here, I could change the line to:
"name" "string" "flexcontroller"
And while the underlying shape would still be called flexshape, the slider I would see in SFM would now be called "flexcontroller". (There are reasons you may want them to have different names).
You can put underscores in here if you want your slider name to have an underscore.
- The "0" at the end of the "stereo" line. Changing this to 1 will change it to a split flex.
"stereo" "bool" "1"
~~~~~
You can get more complicated by:
- Using the "corrective" shapes I mentioned before. These automatically fade in when all the flexes they name are active (so a shape called "shape1_shape2" would be activated if both "shape1 and "shape2" were active) and can be used to fix flexes that don't work well together.
- specifying more than one flex in a controller (this creates the two-way and multi type sliders you see on SFM's HWM TF2 models).
- setting the wrinklescale values to something other than 0 (if the head material is set up right, this fades in textures with wrinkles to make the face's deformation look more detailed).
- adding "domination" rules (this means that one flex can be made to override another if the two wouldn't make sense as a combination, such as puffed cheeks and an open mouth at the same time)
- Or actually deleting controllers entirely, which is done as part of being able to have one slider that can affect multiple bodies/bodygroups.
... which aren't immediately necessary for what you're trying to do, but they are all staggeringly useful features (although often underutilised).
If you're interested in reading up on them, most of those features (all except the last one) are covered in Revzin's guide.
Therefore, although extremely rare, this would make a "puffed cheeks" flex be useful together with an "open mouth" flex for animation/posing software and such, including Source Filmmaker. (It might not have a perfect bulge shape, but it'd be acceptable in some cases.)
(But yes, the general concept of a flex suppressing another is a nice thing.)