• eyes don't work
    2 replies, posted
[IMG]http://i.imgur.com/ZZgDK3A.png[/IMG] This is the model (with eye look disabled) Sliders working perfectly, and eyelook also looks natural. [IMG]http://i.imgur.com/weBmQKB.png[/IMG] here's in sfm /: with local viewfactor turned up (basically just prevents it from looking at viewtarget) Now what i don't get is why, is is so different from model viewer to sfm???? Please do help me, i need this model for a saxxy video. here's the qc [CODE]$ModelName "project_easter/project_easter_reloaded.mdl" $Model "model" "project_easter_reloaded.smd" { eyeball "eye_R" "Head" -6.38 4.77 52.77 "eye_R" 10 4 "iris" 14 eyeball "eye_L" "Head" 6.38 4.77 52.77 "eye_L" 10 -4 "iris" 14 flexfile "project_easter_reloaded.vta" { defaultflex frame 0 flexpair "Angry_eyes" 1 frame 1 flexpair "Sad_eyes" 1 frame 2 flexpair "Relaxed_eyes" 1 frame 3 flexpair "Wide_eyes" 1 frame 4 flexpair "Lid_raise" 1 frame 5 flexpair "Lid_lowerer" 1 frame 6 flexpair "Eyebrows_lowerer" 1 frame 7 flexpair "Happy_eyes" 1 frame 8 flexpair "Close_eyes" 1 frame 9 flex "Jaw_open" frame 10 flex "Jaw_close" frame 11 flex "Lip_down" frame 12 flex "Lip_up" frame 13 flexpair "Mouth_frown" 3 frame 14 flexpair "Mouth_smirk" 3 frame 15 flexpair "Mouth_grin" 5 frame 16 flexpair "Mouth_puckerer" 1 frame 17 flexpair "Mouth_stretch" 1 frame 18 flexpair "Mouth_full" 3 frame 19 flexpair "Mouth_angry" 5 frame 20 flexpair "Mouth_Neutral" 1 frame 21 flex "Mouth_S" frame 22 flex "Mouth_O" frame 23 flex "Lips_bite" frame 24 flex "Tongue_out"frame 25 flex "Tongue_right" frame 26 flex "Tongue_left" frame 27 flex "Tongue_up" frame 28 flex "Tongue_down" frame 29 flex "Tongue_narrow" frame 30 flexpair "Nose_wrinkle" 3 frame 31 flex "Breathing" frame 32 } flexcontroller phoneme right_Angry_eyes left_Angry_eyes "range" 0 1 flexcontroller phoneme right_Sad_eyes left_Sad_eyes "range" 0 1 flexcontroller phoneme right_Relaxed_eyes left_Relaxed_eyes "range" 0 1 flexcontroller phoneme right_Wide_eyes left_Wide_eyes "range" 0 1 flexcontroller phoneme right_Lid_raise left_Lid_raise "range" 0 1 flexcontroller phoneme right_Lid_lowerer left_Lid_lowerer "range" 0 1 flexcontroller phoneme right_Eyebrows_lowerer left_Eyebrows_lowerer "range" 0 1 flexcontroller phoneme right_Happy_eyes left_Happy_eyes "range" 0 1 flexcontroller phoneme right_Close_eyes left_Close_eyes "range" 0 1 flexcontroller phoneme Jaw_open "range" 0 1 flexcontroller phoneme Jaw_close "range" 0 1 flexcontroller phoneme Lip_down "range" 0 1 flexcontroller phoneme Lip_up "range" 0 1 flexcontroller phoneme right_Mouth_frown left_Mouth_frown "range" 0 1 flexcontroller phoneme right_Mouth_smirk left_Mouth_smirk "range" 0 1 flexcontroller phoneme right_Mouth_grin left_Mouth_grin "range" 0 1 flexcontroller phoneme right_Mouth_puckerer left_Mouth_puckerer "range" 0 1 flexcontroller phoneme right_Mouth_stretch left_Mouth_stretch "range" 0 1 flexcontroller phoneme right_Mouth_full left_Mouth_full "range" 0 1 flexcontroller phoneme right_Mouth_angry left_Mouth_angry "range" 0 1 flexcontroller phoneme right_Mouth_neutral left_Mouth_neutral "range" 0 1 flexcontroller phoneme Mouth_S "range" 0 1 flexcontroller phoneme Mouth_O "range" 0 1 flexcontroller phoneme Lips_bite "range" 0 1 flexcontroller phoneme Tongue_out "range" 0 1 flexcontroller phoneme Tongue_left "range" 0 1 flexcontroller phoneme Tongue_right "range" 0 1 flexcontroller phoneme Tongue_up "range" 0 1 flexcontroller phoneme Tongue_down "range" 0 1 flexcontroller phoneme Tongue_narrow "range" 0 1 flexcontroller phoneme right_Nose_wrinkle left_Nose_wrinkle "range" 0 1 flexcontroller phoneme breathing "range" 0 1 flexcontroller eyes range -90 90 eyes_updown flexcontroller eyes range -90 90 eyes_rightleft %Angry_eyesL = left_Angry_eyes %Angry_eyesR = right_Angry_eyes %Sad_eyesL = left_Sad_eyes %Sad_eyesR = right_Sad_eyes %Relaxed_eyesL = left_Relaxed_eyes %Relaxed_eyesR = right_Relaxed_eyes %Wide_eyesL = left_Wide_eyes %Wide_eyesR = right_Wide_eyes %Lid_raiseL = left_Lid_raise %Lid_raiseR = right_Lid_raise %Lid_lowererL = left_Lid_lowerer %Lid_lowererR = right_Lid_lowerer %Eyebrows_lowererL = left_Eyebrows_lowerer %Eyebrows_lowererR = right_Eyebrows_lowerer %Happy_eyesL = left_Happy_eyes %Happy_eyesR = right_Happy_eyes %Close_eyesL = left_Close_eyes %Close_eyesR = right_Close_eyes %jaw_open = Jaw_open %jaw_close = Jaw_close %Mouth_grinL = left_Mouth_grin %mouth_grinR = right_Mouth_grin %Mouth_frownL = left_Mouth_frown %Mouth_frownR = right_Mouth_frown %Mouth_smirkL = left_Mouth_smirk %Mouth_smirkR = right_Mouth_smirk %Lip_down = Lip_down %Lip_up = Lip_up %Mouth_puckererL = left_Mouth_puckerer %Mouth_puckererR = right_Mouth_puckerer %Mouth_stretchL = left_Mouth_stretch %Mouth_stretchR = right_Mouth_stretch %Mouth_fullL = left_Mouth_full %Mouth_fullR = right_Mouth_full %Mouth_angryL = left_Mouth_angry %Mouth_angryR = right_Mouth_angry %Mouth_neutralL = left_Mouth_neutral %Mouth_neutralR = right_Mouth_neutral %Mouth_S = Mouth_S %Mouth_O = Mouth_O %Lips_bite = Lips_bite %Tongue_out = Tongue_out %Tongue_left = Tongue_left %Tongue_right = Tongue_right %Nose_wrinkleL = left_Nose_wrinkle %Nose_wrinkleR = right_Nose_wrinkle %Tongue_up = Tongue_up %Tongue_down = Tongue_down %Tongue_narrow = Tongue_narrow %Breathing = Breathing } $BodyGroup "goggles" { studio "goggles.smd" blank } $BodyGroup "gear" { studio "gear.smd" blank } $Contents "solid" $EyePosition 0 0 0 $MaxEyeDeflection 50 $CDMaterials "models\project_easter" $TextureGroup "skinfamilies" { { "lights"} { "goggles"} } $attachment "eyes" "head" 0.00 -4.77 52.77 absolute $sequence idle "project_easter_reloaded" // no animation wanted, so re-using the reference mesh[/CODE] any help is appreciated
The only thing I can think of is that you might need to add a couple more attachments? One called "mouth" and the other "foward" and have them parented to the head.
[QUOTE=Midkey;51215247]The only thing I can think of is that you might need to add a couple more attachments? One called "mouth" and the other "foward" and have them parented to the head.[/QUOTE] had a friend help me, he also added a mouth attachment and it seems to work now. Thanks!
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