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翻訳の問題を報告
1. When you were setting the model up for export from blender, you did not rename the textures as required to the name of the vmt you are going to use, or you misspelled the name. I'm not sure if this is as important as when naming vertex groups and bones, but when naming materials in blender I usually use lowercase naming conventions and ensure that my vmt filenames use the same.
Another problem as this stage is the you checked Ignore Blender Materials on and the model is looking for the file names used to load the materials in Blender instead of the names you game them in the Material interface.
2. When you built your qc, you did not specify the folder route to your materials and the model is looking for the materials in the wrong folder.
3. You did not convert the textures to vtf files and place them and the required vmts in the required folders correctly.
4. your vmt filenames do not match the material names you gave the model in Blender.
I'll update back here when I get some progress on the matter (Probably by the end of the week).
This is a capture of the model in 3dsmax
Capture [oi41.tinypic.com]
Thanks in advance!
If you're wondering, I've successfully ported the model into SFM, with working bones, texture, and eyes (Thanks to rotating bones). I have yet to mess with the other facial flexes, but I'm trying to slowly learn what I can.
Thank you SO much, Pte. Jack, and I'm very, very sorry I couldn't get this message across sooner.
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To Aian,
You may want to look for an alternative, or start a new thread to find the answer for your problem. As far as I know, everyone here is using Blender and not 3dsmax, which Pte. Jack and the others here may not be able to give information on. D:
Alan, not sure why you have so many flexes for the eyes. (Left, right, Up, Down???) They may be conflicting each other.