Im working on a short film I want to animate in SFM. Im modeling and exporting SMD's through Blender. I've managed to get the base of my first character in SFM. His eyes and mouth are left as gaps. I modeled them separately (parented them to the root bone in Blender) because I thought it is required to be done that way to use them for animation. I've tried linking them somehow in the .qc:
[CODE]$modelname "models\Floyd\Floyd.mdl"
$cdmaterials "models\Floyd\"
$scale 4
$model "Floyd" "Volume4.smd"
$surfaceprop "default"
$sequence idle "Volume4.smd" fps 1
$collisionmodel "Volume4.smd" {
$mass 100.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
$eyeposition 0 0 70
//head controllers
$attachment "eyes" "boneroot" -0.01 -1.70 2.41 absolute
$attachment "mouth" "boneroot" 0.80 -5.80 -0.15 rotate 0 -80 -90
$model Floyd "volume4.smd" {
eyeball righteye "boneroot" -2.21 -1.67 2.41 "Right_eye" 1.00 4 "pupil_r" 0.63
eyeball lefteye "boneroot" 2.19 -1.73 2.41 "Left_eye" 1.00 -4 "pupil_l" 0.63
eyelid upper_right "Volume4" lowerer 1 -2.07 neutral 0 0.36 raiser 2 0.82 split 0.1 eyeball righteye
eyelid lower_right "Volume4" lowerer 3 -1.45 neutral 0 -1.45 raiser 4 -0.63 split 0.1 eyeball righteye
eyelid upper_left "Volume4" lowerer 1 -2.07 neutral 0 0.36 raiser 2 0.82 split -0.1 eyeball lefteye
eyelid lower_left "Volume4" lowerer 3 -1.45 neutral 0 -1.45 raiser 4 -0.63 split -0.1 eyeball lefteye
mouth 0 "mouth" "boneroot" 0 1 0 // mouth illumination
flexfile "Volume4" {
}
$cdmaterials "models\Floyd\"
$texturegroup skinfamilies
{"Right_eye.vmt"
"Left_eye.vmt"
}[/CODE]
Heres my error:
[CODE]qdir: "c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\bin\sdktemplates\content\modelsrc\floyd\"
gamedir: "C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\usermod\"
g_path: "C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\bin\sdktemplates\content\modelsrc\Floyd\Floydexport.qc"
Building binary model files...
Working on "Floydexport.qc"
SMD MODEL Volume4.smd
material 0 0 Floyd
material 1 1 Right_eye
ERROR: c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\bin\sdktemplates\content\modelsrc\floyd\Floydexport.qc(25): - can't find eyeball texture "Right_eye" on model
ERROR: Aborted Processing on 'models\Floyd\Floyd.mdl'[/CODE]
Right_eye vmt:
[CODE]"VertexLitGeneric"
{
"$basetexture" "models/Floyd/RightEye-color"
"$bumpmap" "models/Floyd/RightEye-nm"
"$ambientocclusion" "1"
"$phong" "1"
"$BasemapLuminancePhongMask" "0"
"$phongexponent" "150"
"$phongboost" "6"
"$phongfresnelranges" "[0.05 0.5 1]"
"$rimlight" "1"
"$rimlightexponent" "2"
"$rimlightboost" "0.2"
}
[/CODE]
I guess I might be modeling with the wrong method. though I did read on some post earlier something about linking the eyes with the qc if they are their own smd. I've tried linking the qc to the SMD of the eyes still getting the error. I guess when I learn how to do it with the eyes I can implement it with the mouth/jaw as well. I understand the script is not ready to be a finished compile, but I am dealing with the error's one by one as I only started learning this stuff before yesterday. I understand this is very noob territory Im bringing you guys into and I apologize, I just really want to learn to deal with this technical stuff so that I can focus on the artistic side of things. I appreciate any help and it will not be forgotten.
thank you
[quote]can't find eyeball texture "Right_eye" [b]on model[/b][/quote]
You need to assign the right_eye (and left_eye) texture on the eye meshes themselves.
[QUOTE=Gmod4ever;41966261]You need to assign the right_eye (and left_eye) texture on the eye meshes themselves.[/QUOTE]
they are assigned on the eye meshes ( the eyes are their seperate own smd's)
heres a sample of the right eye smd :
[CODE]Right_eye
0 -1.389843 -1.512003 0.622935 0.407361 -0.180853 -0.895138 0.194849 0.168381 1 1 1
0 -1.377756 -1.301223 0.596379 0.412458 -0.091739 -0.906339 0.208730 0.152484 1 1 1
0 -1.054625 -1.512003 0.815835 0.570940 -0.180975 -0.800775 0.222609 0.193300 1 1 1
Right_eye
0 -1.054625 -1.512003 0.815835 0.570940 -0.180975 -0.800775 0.222609 0.193300 1 1 1
0 -1.037570 -1.301223 0.792137 0.578082 -0.091769 -0.810785 0.240469 0.179622 1 1 1
0 -0.763669 -1.512003 1.069276 0.718894 -0.181127 -0.671072 0.247749 0.218133 1 1 1[/CODE]
Is the "volume4" SMD the SMD with the eyes?
You need to be calling the "eyeball" lines on whatever SMD has the eyes.
Generally speaking, though, you don't have the eyeballs be a separate mesh. I'm not sure what gave you the idea that you should, because I have never once seen that before.
Volume 4 is my reference (main body of the character) I have the right and left eye as Right_eye.smd Left_eye.smd ...Heres the link where the guy is explaining a tutorial for different eyes smd's (go down to step 5) :[URL="http://facepunch.com/showthread.php?t=1156698&highlight=eyes+animation"]http://facepunch.com/showthread.php?t=1156698&highlight=eyes+animation[/URL]
I tried linking the eyes as he did, it still can't find the textures. appreciate your efforts btw.
[editline]26th August 2013[/editline]
I will model them as part of the body mesh if that makes things easier. I just honesly jumped into this source engine animation without previous knowledge and I tried to work hard on learning the scripts and compiling in a short time, so Im hoping I will get the basis for my first character through so that the rest will be more of a breeze and then I can experiment and play around.
You should just have to load your eye SMDs into the volume4 SMD, in your modeling program of choice, and then just save them as like "volume4_merged.smd", and then use that as your reference.
It should work fine, if everything went right.
I will try that, thanks a bunch man, I really appreciate your persistence.
[editline]26th August 2013[/editline]
Ok so I added the smd vertex information about the eyes (after the section where it says "triangles") to the volume4 (body of the model) and I dont get the texture error anymore :) , but now I get this:
[CODE]Working on "Floydexport.qc"
SMD MODEL Volume4.smd
VTA MODEL Volume4.vta
ERROR: c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\bin\sdktemplates\content\modelsrc\floyd\Floydexport.qc(28): - Eyelid "upper_right" lowerer out of range (+-0.5)
ERROR: Aborted Processing on 'models\Floyd\Floyd.mdl'[/CODE]
If it is releveant to mention, I've only done the first few shape keys where the eye lowers and closes, I believe enough of them to give the qc eyes information about the flexes in the .vta (or maybe I need to finish all the shapekeys)
Im googling around for this error to see whatsup and thought I'd update it here as this is where I got help to reach this step.
[editline]26th August 2013[/editline]
followed this guys post [url]http://facepunch.com/showthread.php?t=1090579[/url]
adding // infront of the eyelid lines and my eyes are ported in!!
Sorry to spam this, I got the eye movement and texture working. I've been on my computer nonstop since my posting of this thread (except for sleep breaks)
I have the rotations correct so the eyes up and down and left and right are working, but my character is cross-eyed and thats the only thing I cant seem to fix in the modelviewer attatchments section.
[IMG]http://picpaste.com/Crosseyed-pDU6wyS9.png[/IMG]
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