• Playermodels Eyes bugged.
    4 replies, posted
I'm making some playermodels. In model viewer their eyes and heads both move fine and track you. Ingame though, their heads move fine but their eyes just keep looking off into the corner of them and don't follow the player. How can I fixed this bug? I'll post up a edited qc if needed however no pictures as I might piss someone off.
I've got my suspicions, but the .qc would help. Do the eyes move with the head (same orientation as the head turns), or do they seem to be focused on one place in the map, no matter what the head is looking at?
They just stare to the left corner of their eyes and follow nothing. They do not move with rotations or anything. I'll post up modded QC. [lua] $cd "F:\decompiled\snip_player" $modelname "Player\snip_player.mdl" $model "snip" "snip_headless.smd" $model "Head" "head_reference.smd" { flexfile "mdldecompiler_expressions.vta" { flex "right_lid_raiser" frame 5 flex "left_lid_raiser" frame 6 flex "right_lid_tightener" frame 7 flex "left_lid_tightener" frame 8 flex "right_lid_droop" frame 9 flex "left_lid_droop" frame 10 flex "right_lid_closer" frame 11 flex "left_lid_closer" frame 12 flex "blink" frame 13 flex "right_inner_raiser" frame 14 flex "left_inner_raiser" frame 15 flex "right_outer_raiser" frame 16 flex "left_outer_raiser" frame 17 flex "right_lowerer" frame 18 flex "left_lowerer" frame 19 } eyeball righteye ValveBiped.Bip01_Head1 -1.271 -4.220 67.559 eyeball_r 1.000 4.000 pupil_r 0.630 eyeball lefteye ValveBiped.Bip01_Head1 1.357 -4.220 67.551 eyeball_l 1.000 -4.000 pupil_l 0.630 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 1 -0.100000 neutral 1 0.050000 raiser 1 0.200000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 2 -0.500000 neutral 2 -0.025000 raiser 2 0.400000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 3 -0.100000 neutral 3 0.050000 raiser 3 0.200000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 4 -0.500000 neutral 4 -0.025000 raiser 4 0.400000 split -0.1 eyeball lefteye flexcontroller eyelid right_lid_raiser "range" 0.000 1.000 flexcontroller eyelid left_lid_raiser "range" 0.000 1.000 flexcontroller eyelid right_lid_tightener "range" 0.000 1.000 flexcontroller eyelid left_lid_tightener "range" 0.000 1.000 flexcontroller eyelid right_lid_droop "range" 0.000 1.000 flexcontroller eyelid left_lid_droop "range" 0.000 1.000 flexcontroller eyelid right_lid_closer "range" 0.000 1.000 flexcontroller eyelid left_lid_closer "range" 0.000 1.000 flexcontroller eyelid half_closed "range" 0.000 1.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller brow right_inner_raiser "range" 0.000 1.000 flexcontroller brow left_inner_raiser "range" 0.000 1.000 flexcontroller brow right_outer_raiser "range" 0.000 1.000 flexcontroller brow left_outer_raiser "range" 0.000 1.000 flexcontroller brow right_lowerer "range" 0.000 1.000 flexcontroller brow left_lowerer "range" 0.000 1.000 %right_lid_raiser = right_lid_raiser %left_lid_raiser = left_lid_raiser %right_lid_tightener = right_lid_tightener %left_lid_tightener = left_lid_tightener %right_lid_droop = right_lid_droop %left_lid_droop = left_lid_droop %right_lid_closer = right_lid_closer %left_lid_closer = left_lid_closer %blink = blink %right_inner_raiser = right_inner_raiser %left_inner_raiser = left_inner_raiser %right_outer_raiser = right_outer_raiser %left_outer_raiser = left_outer_raiser %right_lowerer = right_lowerer %left_lowerer = left_lowerer } $poseparameter move_yaw -180.00 180.00 360.00 $poseparameter body_pitch -90.00 90.00 360.00 $poseparameter body_yaw -90.00 90.00 360.00 $cdmaterials "models\snip\" $cdmaterials "models\Humans\Male\" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 // Model uses material "snip_sheet.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "snip_facemap.vmt" // Model uses material "mouth.vmt" // Model uses material "pupil_r.vmt" // Model uses material "glint.vmt" // Model uses material "pupil_l.vmt" // Model uses material "snip_sheet.vmt" $attachment "eyes" "ValveBiped.Bip01_Head1" 3.78 -4.41 -0.04 rotate -0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.30 0.00 rotate 0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0.00 90.00 90.00 $attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 -0.00 -0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "lefthand" "ValveBiped.Bip01_L_Hand" 0.00 -0.00 -0.00 rotate 0.00 -0.00 0.00 $attachment "zipline" "ValveBiped.Bip01_Spine4" 3.00 -4.00 0.00 rotate 0.00 -0.00 -0.00 $includemodel "player/male_shared.mdl" $surfaceprop "flesh" $eyeposition 0.000 0.000 72.000 $illumposition -3.990 0.003 35.409 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $collisionjoints "phymodel.smd" { $mass 90.0 $inertia 2.00 $damping 0.01 $rotdamping 0.40 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -50.00 57.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -102.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 30.00 0.20 $jointmassbias "valvebiped.bip01_l_forearm" 2.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 4.00 0.20 $jointmassbias "valvebiped.bip01_l_hand" 4.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" y limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.20 $jointmassbias "valvebiped.bip01_r_forearm" 2.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 4.00 0.20 $jointmassbias "valvebiped.bip01_r_hand" 4.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" y limit -30.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 39.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20 $jointmassbias "valvebiped.bip01_r_calf" 2.00 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20 $jointmassbias "valvebiped.bip01_head1" 2.00 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.20 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.20 $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 20.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20 $jointmassbias "valvebiped.bip01_l_calf" 2.00 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20 $jointmassbias "valvebiped.bip01_l_foot" 2.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 -1.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20 $jointmassbias "valvebiped.bip01_r_foot" 2.00 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -21.00 6.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20 $animatedfriction 1.000 1000.000 0.800 0.500 0.000 } [/lua]
Jeez, did you write every bit of that code?! Thats insane!
Much of it is copy pasta from other .qc's and example ones. It's just I never really done ragdoll/playermodel compiling so I've no idea how to fix it.
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