Blender
Vector Impulse 2019 年 2 月 22 日 下午 4:09
Another missing eyeball bone "bip_head" topic
QC code
// Crowbar will create the model file, having the actual mdl file is not needed $modelname "nitpick/cubert/cubert.mdl" //start eye/face data $eyeposition 0 0 70 //head controllers $attachment "eyes" "bip_head" 0.00 -22.35 0.00 absolute $attachment "mouth" "bip_head" 0.80 -5.80 -0.15 rotate 0 -80 -90 $model cubert "cubert.dmx" { eyeball righteye "bip_head" -10.66 -22.35 -18.43 "eyeball_r" 1.00 4 "unused" 0.63 eyeball lefteye "bip_head" 10.66 -22.35 18.43 "eyeball_l" 1.00 -4 "unused" 0.63 mouth 0 "mouth" "bip_head" 0 1 0 // mouth illumination flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft } //end eye/face data // Simple model bodies need the $body command, complex ones need the $model command //$body "body" "cubert.dmx" // listing the materials folder in the directory is not needed (i.e. materials/folder1/folder2) $cdmaterials "models/nitpick/cubert" //extention names are not required $texturegroup "cubert" { { "cubert" } } // the second quotation set needs the DMX file containing the animation (what your $body/$model is called) $sequence "idle" "cubert.dmx" loop fps 1

Blender Compiler Error[i.imgur.com]

Blender Setup[i.imgur.com]

Blender Materials[i.imgur.com]

Basically what I was trying to do was to do a simple mesh with an eyeball target.
最后由 Vector Impulse 编辑于; 2019 年 2 月 22 日 下午 4:13
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Pte Jack 2019 年 2 月 22 日 下午 4:13 
Need to see the materials in blender
Vector Impulse 2019 年 2 月 22 日 下午 4:14 
引用自 Pte Jack
Need to see the materials in blender

Just noticed before you commented, my bad.
Pte Jack 2019 年 2 月 22 日 下午 4:27 
Ok, hang on working it now
Pte Jack 2019 年 2 月 22 日 下午 4:57 
Ok, here's my Blender set up...

https://i.imgur.com/ZZfUpnO.png

I'm going to use your qc...

Pte Jack 2019 年 2 月 22 日 下午 5:03 
Using your qc and my blend export, I get a good compile

https://i.imgur.com/Wko8IUy.png
Pte Jack 2019 年 2 月 22 日 下午 5:04 
Have you actually assigned the Eyes to the proper eyeball_L and _R materials?
Pte Jack 2019 年 2 月 22 日 下午 5:48 
Doh, wrong error.... That is usually attributed to a can't find material eyeball_L or eyeball_R error. The next question I have (and this is probably the problem) is did you add an armature modifier and assign it to the armature. Test for this is to put the bone into pose mode and move or rotate the bone, does the model move? If not, then select the object and add an armature modifier and assign it to the armature.

(Also noticed that your using Cycles, but that shouldn't be a problem if the materials are properly assigned.)

https://i.imgur.com/8vXF3tD.png

Yup, there we go, I've replicated your error...

https://i.imgur.com/iXLasei.png
最后由 Pte Jack 编辑于; 2019 年 2 月 22 日 下午 5:52
Vector Impulse 2019 年 2 月 22 日 下午 8:05 
Thank you for your patience, family issues came up and I left a game on without closing it down.

I remember I had used a texture atlas to assign one model that maps the eyes as well as the body. Would that be an issue? When you mean proper eyeball_L materials, the ones that I assigned it or the pre-installed steam ones?

Sonofa... I accidentally parented things wrong, I DID create an armature but it wasn't parented correctly. Ugh... thanks for your time. I think I got it, I'll compile it on my end now see if it works.
最后由 Vector Impulse 编辑于; 2019 年 2 月 22 日 下午 8:14
Vector Impulse 2019 年 2 月 22 日 下午 8:30 
Now... this is a screencap of the texture in VTFEdit.

Cubert Texture Atlas[i.imgur.com]

The white parts are the whites of the eyes, the two black dots at the bottom are the irises and the red is the body. The whites are mapped to a rectangular grid pattern by the way.
Vector Impulse 2019 年 2 月 22 日 下午 8:42 
引用自 Pte Jack

Oh and I THINK it compiled fine... but you know what? I could link you my blend files, and textures in a dropbox share?
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发帖日期: 2019 年 2 月 22 日 下午 4:09
回复数: 10