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https://youtu.be/xT-gzUJpUSc?si=8kH3kttERO4NpGqa
SFM loses precision in 60 fps and poorly interpolates values especially when they are really high (this is a general problem and unrelated to this script). Obvious solution is to not render in 60 fps, but I've heard that some trickery with start params and settings order may fix the issue (not confirmed though).
faces looks creepy.. How i can solve this?
Adding the entirety of the code to the sfm_init.py is the easiest way.
Any help on a refreshers?
Restart SFM
link: https://steamcommunity.com/workshop/filedetails/?id=2864740314
Faceposer
This functionality is builtin in gmod :-D
Here, take my lemon!
Rendering in 60 fps is globally broken. Removing the flex limitations can make this problem more noticeable.
I've heard different opinions about current UX of the script and some people are claiming that breaking slider limitations program-wide (not only for flexes) is a negative culprit when choosing to use that script or not.
So I'm thinking about adding second option (additional script for the rig submenu) that will create a control group with new sliders connected to the flex values which you'll be able to remap. You'll need to apply this script to every animation set once in a shot/session.
Please share your thoughts in the "UX Survey" discussion.
This might depend on how models are made/compiled. This script does nothing more than removing limiter, so everything below or beyond default values is model-related. I suggest using models from Garry's Mod workshop because they are made counting on extended flex movement.
There's no reason for it to stop working
it fixed, i deleted it. and then installed it. thanks for the tip!
This may happen if you are using outdated SFM version