• Pupil missing/Eyeball problem
    2 replies, posted
OK, let's me explain my issue first, I just compile custom L4D2 model that just finished rigging without do facial animation yet. [URL="https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/1404403_731498543610992_3475563981987062846_o.jpg"][IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xfp1/v/t1.0-9/s720x720/10471110_731498543610992_3475563981987062846_n.jpg?oh=fdee0907b1062122afaf53c5693273e3&oe=54E35F28&__gda__=1424757016_1b980c3707626ac5fd3190fcbe66b870[/IMG][/URL] then I try scroll eyeball bar up-down-left-right, it seem fine. [URL="https://scontent-a-sin.xx.fbcdn.net/hphotos-xpa1/t31.0-8/1890626_731498720277641_8442845347449160530_o.jpg"][IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/s720x720/1926910_731498720277641_8442845347449160530_n.jpg?oh=cdcaab2d213447aeaba37c3371b6498f&oe=54D6887F[/IMG][/URL] [URL="https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/1956881_731498736944306_6890508737958050078_o.jpg"][IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/s720x720/10805751_731498736944306_6890508737958050078_n.jpg?oh=da59f69fb4ab1a1622f0962bbf913fb5&oe=54F6E267&__gda__=1423327450_e94cb48bf98ab5495ae24c91fe203918[/IMG][/URL] [URL="https://scontent-a-sin.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/s720x720/1374168_731498563610990_4928424864718596450_n.jpg?oh=ed54d6939913cdbde35c035314c3a04c&oe=54F7C495"][IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/s720x720/1374168_731498563610990_4928424864718596450_n.jpg?oh=ed54d6939913cdbde35c035314c3a04c&oe=54F7C495[/IMG][/URL] [URL="https://scontent-a-sin.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10697135_731498556944324_8836693725877700334_o.jpg"][IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/s720x720/10255491_731498556944324_8836693725877700334_n.jpg?oh=95959f4f8f0bd095430a3b361abfd882&oe=54D710EC[/IMG][/URL] and then I turn model to check pupil movement, when I turn model left-right, pupil seem look fine because pupil stop following screen when hit eyelid. [URL="https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/1557327_731498723610974_417869120142685743_o.jpg"][IMG]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s720x720/1510941_731498723610974_417869120142685743_n.jpg?oh=b3d6d27bd4d09e02b55e9ba0e21d4d9d&oe=54AA2373&__gda__=1424696502_99cdc39a5e30dad0af5a41a9a6b74e76[/IMG][/URL] [URL="https://scontent-a-sin.xx.fbcdn.net/hphotos-xpa1/t31.0-8/1900590_731498893610957_6163840403193556873_o.jpg"][IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/s720x720/10156033_731498893610957_6163840403193556873_n.jpg?oh=23b1b92d99ff4547e2f93030b6c246dd&oe=54AA0C6A[/IMG][/URL] but when I turn model up-down I see the problem, the pupil not stop following screen when hit eyelid but sink into eyelid instead. [URL="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/1796970_731498863610960_413794809908112696_o.jpg"][IMG]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s720x720/10440767_731498863610960_413794809908112696_n.jpg?oh=3f771a8d2190191f143ed3db3c93a8ba&oe=54D93672&__gda__=1420449115_7c6ead8ef8b8065544d80a589c8178d9[/IMG][/URL] [URL="https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/1980306_731498806944299_3643031531689236208_o.jpg"][IMG]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s720x720/150126_731498806944299_3643031531689236208_n.jpg?oh=a5616669e2e045c90a9b4ab82af3d4f1&oe=54EA8F46&__gda__=1425397891_f706da8ac03cbba4acb8c179b7b7f57e[/IMG][/URL] That's odd? so I try playing some L4D2 animation line in HLMV, and I sometime see her eye almost turn solid white and her pupil sunk into her face if she look up or look down too much. (too small picture? click on picture for large one in new tab) [URL="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10514168_731498896944290_5481505335847144346_o.jpg"][IMG]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/s720x720/10314520_731498896944290_5481505335847144346_n.jpg?oh=2b9bcb219192625481c26804e0703a14&oe=54E11694&__gda__=1423918706_ec93ecb1091f578cfd25911615443299[/IMG][/URL] then I test in L4D2 and seem most of time her pupil show up correctly and almost like nothing wrong, but her pupil sometime still sink into her face as same way as happen in HLMV but very rarely and happen less than second. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=336104057[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=336103985[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=336103913[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=336103845[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=336103783[/url] so can you figure out what's cause this problem? something wrong in my QC line? it's eye position wrong or eye attachment wrong or something any idea? [code]// QC File generated by the Wall Worm Model Tools Version 2.163 // Get the latest version and notes at: // [url]http://dev.wallworm.com[/url] $scale 1 $modelname "Custom/Elizabeth_Demo1_Zoey.mdl" $model Elizabeth_Demo1_Zoey "Elizabeth_Demo1_Zoey.smd" { eyeball righteye "ValveBiped.Bip01_Head1" 3.28 -1.27 61.55 "Elizabeth_Eye_R" 1.00 4 "iris_unused" 0.63 eyeball lefteye "ValveBiped.Bip01_Head1" 3.28 1.27 61.55 "Elizabeth_Eye_L" 1.00 -4 "iris_unused" 0.63 mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 flexfile "Lizdemo.vta" { defaultflex frame 0 } flexcontroller eyes range -15 15 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft } $forcephonemecrossfade $poseparameter "body_pitch" -90 90 360 $poseparameter "body_yaw" -90 90 360 $poseparameter "head_pitch" -90 90 360 $poseparameter "head_yaw" -90 90 360 $mostlyopaque $cdmaterials "models\survivors\OnTheRailroad\Elizabeth" $cdmaterials "models\survivors\" $texturegroup "skinfamilies" { { "Brooch_Bird.vmt" "Elizabeth_Eye_L.vmt" "Elizabeth_Eye_R.vmt" "Elizabeth_Corset_Demo1_Skin.vmt" "Elizabeth_Corset_Demo1_Thimble.vmt" "Elizabeth_Corset_Demo1_Black.vmt" "Elizabeth_Corset_Demo1_White.vmt" "Elizabeth_Corset_Demo1_Silk.vmt" "Elizabeth_Corset_Demo1_Boots.vmt" "Elizabeth_Corset_Demo1_Hair.vmt" "Elizabeth_Corset_Demo1_Eyelash.vmt" "Brooch_Bird_it.vmt" "Elizabeth_Corset_Demo1_Skin_it.vmt" "Elizabeth_Corset_Demo1_Thimble_it.vmt" "Elizabeth_Corset_Demo1_Black_it.vmt" "Elizabeth_Corset_Demo1_White_it.vmt" "Elizabeth_Corset_Demo1_Silk_it.vmt" "Elizabeth_Corset_Demo1_Boots_it.vmt" "Elizabeth_Corset_Demo1_Hair_it.vmt" } { "Brooch_Bird_it.vmt" "Elizabeth_Eye_L.vmt" "Elizabeth_Eye_R.vmt" "Elizabeth_Corset_Demo1_Skin_it.vmt" "Elizabeth_Corset_Demo1_Thimble_it.vmt" "Elizabeth_Corset_Demo1_Black_it.vmt" "Elizabeth_Corset_Demo1_White_it.vmt" "Elizabeth_Corset_Demo1_Silk_it.vmt" "Elizabeth_Corset_Demo1_Boots_it.vmt" "Elizabeth_Corset_Demo1_Hair_it.vmt" "Elizabeth_Corset_Demo1_Eyelash.vmt" "Brooch_Bird_it.vmt" "Elizabeth_Corset_Demo1_Skin_it.vmt" "Elizabeth_Corset_Demo1_Thimble_it.vmt" "Elizabeth_Corset_Demo1_Black_it.vmt" "Elizabeth_Corset_Demo1_White_it.vmt" "Elizabeth_Corset_Demo1_Silk_it.vmt" "Elizabeth_Corset_Demo1_Boots_it.vmt" "Elizabeth_Corset_Demo1_Hair_it.vmt" } } $attachment "eyes" "ValveBiped.Bip01_Head1" 1.5 -2.5 0 rotate 0 -89.37 -90 $attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90 $attachment "legR" "ValveBiped.Bip01_R_Thigh" 0 0 0 rotate 0 0 0 $attachment "legR_B" "ValveBiped.attachment_bandage_legR" 0 0 0 rotate -90 -90 0 $attachment "molotov" "ValveBiped.Bip01_Pelvis" 6.25 3.04 -2.85 rotate 26.07 5.23 -89.64 $attachment "pills" "ValveBiped.Bip01_Pelvis" -5.11 -0.49 3.22 rotate -0.71 177.48 91.57 $attachment "grenade" "ValveBiped.Bip01_Pelvis" 5.55 4.03 2.44 rotate 0 0 -90 $attachment "pistol" "ValveBiped.jiggle_holster" -2.18 -2.22 -3.74 rotate -67.79 6.17 -115.72 $attachment "primary" "ValveBiped.Bip01_Spine4" 4.21 -2.88 -2.7 rotate -15.77 -173.22 167.93 $attachment "medkit" "ValveBiped.Bip01_Spine4" -0.85 -4.42 -2.32 rotate 5.03 88.01 0 $attachment "R_shoulderBladeAim" "ValveBiped.Bip01_Spine" 0 0 0 rotate 0 0 0 $attachment "L_shoulderBladeAim" "ValveBiped.Bip01_Spine" 0 0 0 rotate 0 0 0 $attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 5 0 rotate 0 0 0 $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 5 0 rotate 0 0 0 $attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0 $attachment "survivor_neck" "ValveBiped.Bip01_Neck1" 0 0 0 rotate 0 0 0 $attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $attachment "bleedout" "ValveBiped.Bip01_Pelvis" 9.5 10 5 rotate 0 0 0 $attachment "survivor_light" "ValveBiped.Bip01_Spine2" 6 24 0 rotate 0 0 0 $attachment "legL_B" "ValveBiped.attachment_bandage_legL" 0 0 0 rotate -90 -90 0 $attachment "armL_B" "ValveBiped.attachment_bandage_armL" 0 0 0 rotate -90 -90 0 $attachment "armL_T" "ValveBiped.attachment_armL_T" 0 0 0 rotate -90 -90 0 $attachment "armR_T" "ValveBiped.attachment_armR_T" 0 0 0 rotate -90 -90 0 $attachment "armL" "ValveBiped.Bip01_L_Forearm" 0 0 0 rotate 0 0 0 $attachment "legL" "ValveBiped.Bip01_L_Calf" 0 0 0 rotate 0 0 0 $attachment "thighL" "ValveBiped.Bip01_L_Thigh" 0 0 0 rotate 0 0 0 $attachment "spine" "ValveBiped.Bip01_Spine" 0 0 0 rotate -90 -90 0 $surfaceprop "flesh" $contents "solid" $eyeposition 0 0 60 $illumposition 0 -0.861 33.401 $bbox -13 -13 0 13 13 72 $cbox 0 0 0 0 0 0 $hboxset "L4D" $hbox 3 "ValveBiped.Bip01_Pelvis" -6 -4.5 -4.5 6 4.5 4.5 $hbox 6 "ValveBiped.Bip01_L_Thigh" 5 -3.4 -2.85 19 2.6 2.15 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.5 -1.5 -2 19.5 2.5 2 $hbox 6 "ValveBiped.Bip01_L_Toe0" -3.5 -0.5 -1.35 1.5 1.5 2.45 $hbox 7 "ValveBiped.Bip01_R_Thigh" 5 -3.4 -2.85 19 2.6 2.15 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.5 -1.5 -2 19.5 2.5 2 $hbox 7 "ValveBiped.Bip01_R_Toe0" -3.5 -0.5 -1.35 1.5 1.5 2.45 $hbox 3 "ValveBiped.Bip01_Spine1" -5 -3 -5.5 5 5 5.5 $hbox 2 "ValveBiped.Bip01_Spine2" -2.5 -3.25 -5.75 11.5 5.25 5.75 $hbox 1 "ValveBiped.Bip01_Neck1" 0 -2 -2 4 2 2 $hbox 1 "ValveBiped.Bip01_Head1" -0.8 -3.8 -3.05 7.2 4.2 2.45 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -1.9 -1.8 11 1.7 1.8 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.5 -1.5 -1.5 11.5 1.5 1.5 $hbox 4 "ValveBiped.Bip01_L_Hand" 1.06 -1.29 -2.15 5.56 0.41 1.05 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -1.9 -1.8 11 1.7 1.8 $hbox 5 "ValveBiped.Bip01_R_Forearm" 0.5 -1.5 -1.5 11.5 1.5 1.5 $hbox 5 "ValveBiped.Bip01_R_Hand" 1.06 -1.29 -2.15 5.56 0.41 1.05 $skipboneinbbox $sequence "TeenAngst" "survivor_teenangst_anims\ragdoll.smd" { fps 30 } $sequence "ragdoll" "survivor_teenangst_anims\ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $includemodel "survivors/anim_TeenAngst.mdl" $includemodel "survivors/gestures_TeenAngst.mdl" $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $ikchain "ikclip" "ValveBiped.weapon_bone_Clip" knee 0.707 -0.707 0 $ikautoplaylock "rfoot" 1 0.1 $ikautoplaylock "lfoot" 1 0.1 $collisionjoints "survivor_teenangst_collision.smd" { $mass 100 $inertia 10 $damping 0.05 $rotdamping 5 $rootbone "valvebiped.bip01_pelvis" $jointrotdamping "ValveBiped.Bip01_Pelvis" 3 $jointmassbias "ValveBiped.Bip01_Spine1" 8 $jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0 $jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0 $jointmassbias "ValveBiped.Bip01_Spine2" 9 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0 $jointmassbias "ValveBiped.Bip01_R_Clavicle" 4 $jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6 $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0 $jointmassbias "ValveBiped.Bip01_L_Clavicle" 4 $jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6 $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0 $jointmassbias "ValveBiped.Bip01_L_UpperArm" 5 $jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0 $jointmassbias "ValveBiped.Bip01_L_Forearm" 4 $jointrotdamping "ValveBiped.Bip01_L_Forearm" 4 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0 $jointrotdamping "ValveBiped.Bip01_L_Hand" 1 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0 $jointmassbias "ValveBiped.Bip01_R_UpperArm" 5 $jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0 $jointmassbias "ValveBiped.Bip01_R_Forearm" 4 $jointrotdamping "ValveBiped.Bip01_R_Forearm" 4 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0 $jointrotdamping "ValveBiped.Bip01_R_Hand" 1 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0 $jointmassbias "ValveBiped.Bip01_R_Thigh" 7 $jointrotdamping "ValveBiped.Bip01_R_Thigh" 7 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0 $jointmassbias "ValveBiped.Bip01_R_Calf" 4 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0 $jointrotdamping "ValveBiped.Bip01_R_Foot" 2 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 30 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -30 20 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 50 0 $jointmassbias "ValveBiped.Bip01_L_Thigh" 7 $jointrotdamping "ValveBiped.Bip01_L_Thigh" 7 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0 $jointmassbias "ValveBiped.Bip01_L_Calf" 4 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0 $jointrotdamping "ValveBiped.Bip01_L_Foot" 2 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 30 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -30 20 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 50 0 $jointmassbias "ValveBiped.Bip01_Head1" 4 $jointrotdamping "ValveBiped.Bip01_Head1" 3 $jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0 } $proceduralbones "survivor_teenangst.vrd" $bonemerge "ValveBiped.Bip01_Pelvis" $bonemerge "ValveBiped.Bip01_Spine" $bonemerge "ValveBiped.Bip01_Spine1" $bonemerge "ValveBiped.Bip01_Spine2" $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_L_Clavicle" $bonemerge "ValveBiped.Bip01_L_UpperArm" $bonemerge "ValveBiped.Bip01_L_Forearm" $bonemerge "ValveBiped.Bip01_L_Hand" $bonemerge "ValveBiped.Bip01_L_Finger4" $bonemerge "ValveBiped.Bip01_L_Finger41" $bonemerge "ValveBiped.Bip01_L_Finger42" $bonemerge "ValveBiped.Bip01_L_Finger3" $bonemerge "ValveBiped.Bip01_L_Finger31" $bonemerge "ValveBiped.Bip01_L_Finger32" $bonemerge "ValveBiped.Bip01_L_Finger2" $bonemerge "ValveBiped.Bip01_L_Finger21" $bonemerge "ValveBiped.Bip01_L_Finger22" $bonemerge "ValveBiped.Bip01_L_Finger1" $bonemerge "ValveBiped.Bip01_L_Finger11" $bonemerge "ValveBiped.Bip01_L_Finger12" $bonemerge "ValveBiped.Bip01_L_Finger0" $bonemerge "ValveBiped.Bip01_L_Finger01" $bonemerge "ValveBiped.Bip01_L_Finger02" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.Bip01_R_Finger4" $bonemerge "ValveBiped.Bip01_R_Finger41" $bonemerge "ValveBiped.Bip01_R_Finger42" $bonemerge "ValveBiped.Bip01_R_Finger3" $bonemerge "ValveBiped.Bip01_R_Finger31" $bonemerge "ValveBiped.Bip01_R_Finger32" $bonemerge "ValveBiped.Bip01_R_Finger2" $bonemerge "ValveBiped.Bip01_R_Finger21" $bonemerge "ValveBiped.Bip01_R_Finger22" $bonemerge "ValveBiped.Bip01_R_Finger1" $bonemerge "ValveBiped.Bip01_R_Finger11" $bonemerge "ValveBiped.Bip01_R_Finger12" $bonemerge "ValveBiped.Bip01_R_Finger0" $bonemerge "ValveBiped.Bip01_R_Finger01" $bonemerge "ValveBiped.Bip01_R_Finger02" $bonemerge "ValveBiped.weapon_bone" $bonemerge "ValveBiped.weapon_bone_extra" $bonemerge "ValveBiped.weapon_bone_Clip" $bonemerge "ValveBiped.L_weapon_bone" $bonemerge "ValveBiped.Bip01_L_Ulna" $bonemerge "ValveBiped.Bip01_L_Wrist" $bonemerge "ValveBiped.Bip01_R_Wrist" $bonemerge "ValveBiped.Bip01_R_Ulna"[/code] and this is not my first custom model that encounter this problem it's also happen to my previous custom model that I already posted on L4D2 Workshop. [URL="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10514168_731498896944290_5481505335847144346_o.jpg"][IMG]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/s720x720/10314520_731498896944290_5481505335847144346_n.jpg?oh=2b9bcb219192625481c26804e0703a14&oe=54E11694&__gda__=1423918706_ec93ecb1091f578cfd25911615443299[/IMG][/URL] [URL="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/1493290_731498943610952_7678749660934464679_o.jpg"][IMG]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s720x720/10393551_731498943610952_7678749660934464679_n.jpg?oh=4e0f9a3a847b38b8641736ad20042c62&oe=54DA7949&__gda__=1424513559_d76397c77ee03f45d95b013675e3800b[/IMG][/URL] [URL="https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/1404802_731498996944280_7501949093620324663_o.jpg"][IMG]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/s720x720/1510831_731498996944280_7501949093620324663_n.jpg?oh=b584a20650f27c5adb0cf495f94f215c&oe=54F7AC53&__gda__=1425383124_cd98d15df14ae43840c2ddfebf8927fa[/IMG][/URL] even someone report pupil missing bugs on my workshop. [IMG]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/1016476_731498933610953_1891423728375020011_n.jpg?oh=905bc62336596622bd43230d6f3068bc&oe=54D9CAD0&__gda__=1424315289_901bafa7e58165c3d18295530740ac4e[/IMG] [IMG]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/1800321_731498970277616_4399909544779853224_n.jpg?oh=de39ab0aa6d10de5cda3b9439ee1b1f3&oe=54F5F3EA&__gda__=1423469355_309ef10286f87eccef446f78549f56cd[/IMG] [IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xfp1/v/t1.0-9/10427692_731514803609366_573359141939009633_n.jpg?oh=801f1713bbebe4763644a72f91ca5fd3&oe=54A9FA50&__gda__=1424337867_e6e397ea13118a7732f0d9253babb1d4[/IMG] [url]http://cloud-2.steampowered.com/ugc/598165829788587795/63F6B852247D2B61E3FDBBFB33141B099AAA98CA/[/url] [IMG]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xaf1/v/t1.0-9/10612651_731581403602706_2527090659793291499_n.jpg?oh=afb45dd8debd66b5e1b8be452b193d9b&oe=54DE89C4&__gda__=1424088693_292ba88d4b177541a72dd08b4906e8cd[/IMG] [url]http://cloud-4.steampowered.com/ugc/579028702871471794/5CC45BACB9F6E9A71EC7F6AD44A9FA5722652DF7/[/url] Sorry for too long post, but this is issue I really don't know how to solve it and need some advice and hope you guy have some idea, Thank you.
The only thing that controls this is this command: [code]flexcontroller eyes range -15 15 eyes_updown[/code] Bit it looks like you've already tweaked that. I would suggest turning it lower and see what happens, but 15 is already a low number.
[QUOTE=Lt_C;46415157]The only thing that controls this is this command: [code]flexcontroller eyes range -15 15 eyes_updown[/code] Bit it looks like you've already tweaked that. I would suggest turning it lower and see what happens, but 15 is already a low number.[/QUOTE] No it not solve all problem, it's only control pupil up-down look perfectly when drag eyes_updown control bar in HLMV flex tab, (sorry but let's me show my picture again) [URL="https://scontent-a-sin.xx.fbcdn.net/hphotos-xpa1/t31.0-8/1890626_731498720277641_8442845347449160530_o.jpg"][IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/s720x720/1926910_731498720277641_8442845347449160530_n.jpg?oh=cdcaab2d213447aeaba37c3371b6498f&oe=54D6887F[/IMG][/URL] [URL="https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/1956881_731498736944306_6890508737958050078_o.jpg"][IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/s720x720/10805751_731498736944306_6890508737958050078_n.jpg?oh=da59f69fb4ab1a1622f0962bbf913fb5&oe=54F6E267&__gda__=1423327450_e94cb48bf98ab5495ae24c91fe203918[/IMG][/URL] but when try rotate model itself without touching flex control bar pupil gone sinking into eyelid and only happen in up-down rotation but pupil left-right rotation won't sink into face, that's weird. [URL="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/1796970_731498863610960_413794809908112696_o.jpg"][IMG]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s720x720/10440767_731498863610960_413794809908112696_n.jpg?oh=3f771a8d2190191f143ed3db3c93a8ba&oe=54D93672&__gda__=1420449115_7c6ead8ef8b8065544d80a589c8178d9[/IMG][/URL] [URL="https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/1980306_731498806944299_3643031531689236208_o.jpg"][IMG]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s720x720/150126_731498806944299_3643031531689236208_n.jpg?oh=a5616669e2e045c90a9b4ab82af3d4f1&oe=54EA8F46&__gda__=1425397891_f706da8ac03cbba4acb8c179b7b7f57e[/IMG][/URL]
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