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I knew about that. But is it dimensions? Cause location and rotation are all at 0..and dimension is the only one with numbers
https://developer.valvesoftware.com/wiki/Eye_Position_Setup
yeah everything I click on it says location 0. I click on any body mesh and it says 0 in the location.
I think you're looking at the Location, rotation and scale of the object in relation to the World.
Look at this picture. I'm working with the Left eye and I guess the center of the eye (in accordance with the way the Eye Postion Setup guide says. I place the 3D cursor to that location. (remember that this particular model is Y axis up, it's lying on the ground)
http://i.imgur.com/x4cgMfn.png
The Numbers I need for the eye set up in my qc are the numbers the arrows are pointing to.
Left Eye
X: 1.32215 Y: 78.48546 and Z: 3.07739
Because this model is pretty much symetrical, I should be able to get away with the Right Eye numbers like this:
Right Eye
X: -1.32215 Y: 78.48546 and Z: 3.07739
I figured it out I had to change origins to geometry. But anyway. I followed instructions from https://facepunch.com/showthread.php?t=1372788
I decided to test it. I put in a few lines,issues, and fixed them. So first line was ok and it compiled. I went to the line
eyeball righteye "ValveBiped.Bip01_Head1" 0.55 -6.99 -0.96 "eyeball_r" 1.00 4 "pupil_r" 0.63
eyeball lefteye "ValveBiped.Bip01_Head1" -0.55 -6.99 -0.96 "eyeball_l" 1.00 -4 "pupil_l" 0.63
I had to rename the bone. Renamed the texture. but when I try to compile it again crowbar gives me this
can't find eyeball texture "7_part1-eyeR_1_0_0" on model
That IS the name of the damn texture on the eye! I tried renaming it after the texture, the material, and blender. Same damn thing! Why wont the piece of ♥♥♥♥ let me compile?! I just dont get it...Why is it saying it cant find the texture on the model?
Ok I looked at that but...the coordinates are exactly the same...
http://steamcommunity.com/sharedfiles/filedetails/?id=245723825
For the record, the guide uses DMX exports, not SMD exports. DMX is a much friendlier environment to work with, but calculating and declaring the eye positions is the same.