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16 Οκτωβρίου 2012
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Όλες οι συζητήσεις > Team Fortress 2 Modeling > Λεπτομέρειες θέματος
DMX flexes wont work
I added some flexes to the charger in L4D2 for SFM and exported them with the DMX file, the names of the flexes show up in HLMV but they do nothing... (they work in blender however)

I made the flexes with shape keys

Here's my .qc


$modelname "infected/charger.mdl"

$bodygroup "Charger"
{
studio "charger_model.001.dmx"
}



$poseparameter "move_yaw" -180 180 360
$poseparameter "body_pitch" -90 90 360
$poseparameter "body_yaw" -90 90 360

$opaque

$cdmaterials "models\infected\charger\"


$texturegroup "skinfamilies"
{
{
"debug/debugempty.vmt"
"models/infected/charger/charger_diffuse.vmt"
}
}

// Model uses material "debug/debugempty.vmt"
// Model uses material "models/infected/charger/charger_diffuse.vmt"

$attachment "lfoot" "bip_foot_L" 1 3 0 rotate 0 -23 180
$attachment "rfoot" "bip_foot_R" 1 3 0 rotate 0 -23 -180
$attachment "lhand" "bip_hand_R" 5 -2 0 rotate 0 0 0
$attachment "rhand" "bip_hand_R" 5 -2 0 rotate 0 0 0
$attachment "attach_blur" "bip_pelvis" 0 0 0 rotate 30 0 90

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 73

$illumposition -3.157 -6.319 33.42

$bbox -13 -13 0 13 13 72

$cbox 0 0 0 0 0 0

$hboxset "charger"
$hbox 5 "bip_hip_L" 3 -5 -5 21 4.5 7
$hbox 5 "bip_knee_L" -1 -4 -5 17 4 5
$hbox 5 "bip_foot_L" -3.5 -7 -4 3.5 3 4
$hbox 4 "bip_hip_R" 3 -4.5 -3 21 4.5 5.5
$hbox 4 "bip_knee_R" 0 -3.75 -3 18 3.25 4
$hbox 4 "bip_foot_R" -2 -1 -2.75 2 7 2.75
$hbox 0 "bip_pelvis" -9.25 -7 -9.5 9.25 7 6.5
$hbox 0 "bip_spine_1" -10 -8 -10.5 8 8 7.5
$hbox 0 "bip_spine_3" -11 -8 -8 9 8 8
$hbox 1 "bip_head" -4 -6.25 -3.5 2.5 2.25 3.5
$hbox 2 "bip_upperArm_L" -2 -2 -1.5 2 2 13.5
$hbox 2 "bip_lowerArm_L" -1 -1 -2 1 1 10
$hbox 3 "bip_upperArm_R" -4 -6.25 -7.5 20 4.75 7.5
$hbox 3 "bip_lowerArm_R" -1 -6.25 -6 19 8.25 6
$hbox 3 "bip_hand_R" -2 -0.5 -6.5 6 8.5 6.5
$skipboneinbbox




$sequence "ragdoll" "charger_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}

$sequence "charger" "charger_anims\charger.smd" {
fps 30
}

$includemodel "infected/anim_charger.mdl"

$ikchain "rhand" "bip_hand_R" knee 0.707 0.707 0
$ikchain "rfoot" "bip_foot_R" knee 0.707 -0.707 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0

$collisionjoints "charger_collision.smd"
{
$mass 0
$inertia 2
$damping 0.01
$rotdamping 0.4

$jointmassbias "bip_pelvis" 0.75

$jointconstrain "bip_hip_R" x limit -25 25 0
$jointconstrain "bip_hip_R" y limit -10 15 0
$jointconstrain "bip_hip_R" z limit -55 25 0

$jointmassbias "bip_knee_R" 2
$jointconstrain "bip_knee_R" x limit -10 25 0
$jointconstrain "bip_knee_R" y limit -5 5 0
$jointconstrain "bip_knee_R" z limit -10 115 0

$jointconstrain "bip_hip_L" x limit -25 25 0
$jointconstrain "bip_hip_L" y limit -10 15 0
$jointconstrain "bip_hip_L" z limit -55 25 0

$jointmassbias "bip_knee_L" 2
$jointconstrain "bip_knee_L" x limit -10 25 0
$jointconstrain "bip_knee_L" y limit -5 5 0
$jointconstrain "bip_knee_L" z limit -10 115 0

$jointmassbias "bip_foot_L" 4
$jointconstrain "bip_foot_L" x limit -20 30 0
$jointconstrain "bip_foot_L" y limit -30 20 0
$jointconstrain "bip_foot_L" z limit -30 50 0

$jointmassbias "bip_spine_0" 0.75
$jointconstrain "bip_spine_0" x limit -10 10 0
$jointconstrain "bip_spine_0" y limit -10 10 0
$jointconstrain "bip_spine_0" z limit -20 20 0

$jointmassbias "bip_spine_2" 0.75
$jointconstrain "bip_spine_2" x limit -10 10 0
$jointconstrain "bip_spine_2" y limit -16 16 0
$jointconstrain "bip_spine_2" z limit -20 30 0

$jointconstrain "bip_upperArm_R" x limit -15 20 0
$jointconstrain "bip_upperArm_R" y limit -40 32 0
$jointconstrain "bip_upperArm_R" z limit -80 25 0

$jointconstrain "bip_upperArm_L" x limit -15 20 0
$jointconstrain "bip_upperArm_L" y limit -40 32 0
$jointconstrain "bip_upperArm_L" z limit -80 25 0

$jointmassbias "bip_lowerArm_L" 2
$jointconstrain "bip_lowerArm_L" x limit -40 15 0
$jointconstrain "bip_lowerArm_L" y limit 0 0 0
$jointconstrain "bip_lowerArm_L" z limit -120 10 0

$jointmassbias "bip_hand_L" 4
$jointconstrain "bip_hand_L" x limit -25 25 0
$jointconstrain "bip_hand_L" y limit -35 35 0
$jointconstrain "bip_hand_L" z limit -50 50 0

$jointmassbias "bip_lowerArm_R" 2
$jointconstrain "bip_lowerArm_R" x limit -40 15 0
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
$jointconstrain "bip_lowerArm_R" z limit -120 10 0

$jointmassbias "bip_hand_R" 4
$jointconstrain "bip_hand_R" x limit -25 25 0
$jointconstrain "bip_hand_R" y limit -35 35 0
$jointconstrain "bip_hand_R" z limit -50 50 0

$jointmassbias "bip_head" 2
$jointconstrain "bip_head" x limit -50 50 0
$jointconstrain "bip_head" y limit -20 20 0
$jointconstrain "bip_head" z limit -26 30 0

$jointmassbias "bip_foot_R" 4
$jointconstrain "bip_foot_R" x limit -20 30 0
$jointconstrain "bip_foot_R" y limit -30 20 0
$jointconstrain "bip_foot_R" z limit -30 50 0
}

$collisiontext
{
animatedfriction
{
"animfrictionmin" "100.000000"
"animfrictionmax" "500.000000"
"animfrictiontimein" "0.100000"
"animfrictiontimeout" "1.000000"
"animfrictiontimehold" "0.200000"
}
editparams
{
"rootname" "bip_pelvis"
"totalmass" "100.000000"
}
}

$jigglebone "bip_upperArm_L"
{
is_flexible
{
length 10
tip_mass 250
pitch_stiffness 1
pitch_damping 4
yaw_stiffness 1
yaw_damping 8
allow_length_flex
along_stiffness 100
along_damping 0
pitch_constraint -79.999998 39.999999
pitch_friction 0
pitch_bounce 0
yaw_constraint -20 70
yaw_friction 0
yaw_bounce 0
}
}
$jigglebone "bip_lowerArm_L"
{
is_flexible
{
length 10
tip_mass 500
pitch_stiffness 25
pitch_damping 8
yaw_stiffness 100
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
pitch_constraint -20 70
pitch_friction 0
pitch_bounce 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
}
}
$jigglebone "bip_hand_L"
{
is_flexible
{
length 5
tip_mass 50
pitch_stiffness 100
pitch_damping 5
yaw_stiffness 100
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 1.396263
}
}
< >
Εμφάνιση 1-1 από 1 σχόλια
Flexes are out of my scope since I don't use them, but see if you can ask one of the authors of this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=170877216

Shape keys would be the way to go, but it's odd that they show up in hlmv but do nothing.
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Όλες οι συζητήσεις > Team Fortress 2 Modeling > Λεπτομέρειες θέματος