I have several models, one example is Juliet from Lollipop Chainsaw, that has a fine and working eye posing in GMOD but none at all in SFM.
None meaning no LocalViewTargetFactor and fiddling with the eye settings doesn't move the eye at all.
How does one go about fixing the eye posing for SFM for these models?
You'll need to decompile and recompile the model, but underneath the other flexcontroller lines, you [i]NEED[/i] to have this:
[code]flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft[/code]
And make sure that there's also attachments for the "eyes", "lefteye" and "righteye", and then eyeposing should work in SFM.
don't forget to adds this too, if they not.
[QUOTE]
$attachment "eyes" [HEADBONE] X -Y Z absolute
$attachment "righteye" [HEADBONE] -X -Y Z absolute
$attachment "lefteye" [HEADBONE] X -Y Z absolute
[/QUOTE]
You don't need attachments for "righteye" and "lefteye."
At least, I never have, and I've made more than enough ragdolls be SFM-compatible. :v:
[QUOTE=Gmod4ever;40878047]You don't need attachments for "righteye" and "lefteye."
At least, I never have, and I've made more than enough ragdolls be SFM-compatible. :v:[/QUOTE]Alrighty then. Still, I always add them for my ports just in case something out there needs them for some reason.
[QUOTE=Gmod4ever;40878047]You don't need attachments for "righteye" and "lefteye."
At least, I never have, and I've made more than enough ragdolls be SFM-compatible. :v:[/QUOTE]
That's a good picece of knowledge, thanks.
Keepin' the QCs clean and simple.
However, something to note is if you get a ragdoll's eyes bugging the fuck out in SFM, even with the flexcontrollers and eyes attachment, you might need to add a mouth attachment.
I don't know why.
Maybe the right/left attachments serve the same purpose as the mouth attachment. I've never seen those eye attachments before, so I don't really know. I may actually experiment with this later - take a model whose eyes I know do not work without the mouth attachment, and replace it with the left/right eye attachments, see what comes of it.
Thanks a bunch for the help got it to work yesterday but I have another question.
Now I'm trying to do the same for a different model that has jigglebones in it. I can fix the eyes fine with the above help but the problem is, it removes the jigglebones.
How do I fix the eye problem AND still keep the jiggles?
[QUOTE=mech126;40895771]Thanks a bunch for the help got it to work yesterday but I have another question.
Now I'm trying to do the same for a different model that has jigglebones in it. I can fix the eyes fine with the above help but the problem is, it removes the jigglebones.
How do I fix the eye problem AND still keep the jiggles?[/QUOTE]
There is supposedly some program that can retrieve the jigglebone controls from a model. A friend gave me the program, but I couldn't get it to work.
Here is the file that I was given. Feel free to try it, and see if you can get it to work. [url]https://dl.dropboxusercontent.com/u/8416055/Permanent/jiggle_qcgen.rar[/url]
Elsewise, you're going to have to just remake the jigglebones yourself. They're not terribly difficult, once you figure out the basics behind how they work. The valve dev wiki's page on them can be very helpful, as can finding source QCs for some models with jigglebones, to see how to put it all together in practice.
[url=https://developer.valvesoftware.com/wiki/$jigglebone]https://developer.valvesoftware.com/wiki/$jigglebone[/url]
[QUOTE=Gmod4ever;40896022]There is supposedly some program that can retrieve the jigglebone controls from a model. A friend gave me the program, but I couldn't get it to work.
Here is the file that I was given. Feel free to try it, and see if you can get it to work. [url]https://dl.dropboxusercontent.com/u/8416055/Permanent/jiggle_qcgen.rar[/url]
Elsewise, you're going to have to just remake the jigglebones yourself. They're not terribly difficult, once you figure out the basics behind how they work. The valve dev wiki's page on them can be very helpful, as can finding source QCs for some models with jigglebones, to see how to put it all together in practice.
[url=https://developer.valvesoftware.com/wiki/$jigglebone]https://developer.valvesoftware.com/wiki/$jigglebone[/url][/QUOTE]
Thanks for the program, I'll give it a shot.
This whole time I thought jigglebones could only be added through a 3D program like 3DSMAX or Maya. So basically jigglebones can be added just by adding lines to the compiler QC file or am I missing something?
[QUOTE=mech126;40896830]Thanks for the program, I'll give it a shot.
This whole time I thought jigglebones could only be added through a 3D program like 3DSMAX or Maya. So basically jigglebones can be added just by adding lines to the compiler QC file or am I missing something?[/QUOTE]
Jigglebones are entirely QC-based. The only thing you have to do on the modeling end is have a bne to use as a basis.
Be aware that the orientation of the bone is important, however.
Here is an example of a hair jiggle I built myself for a model:
[code]$jigglebone "jiggle.bang_1" {
is_flexible {
yaw_stiffness 100
yaw_damping 2
pitch_stiffness 100
pitch_damping 2
along_stiffness 100
along_damping 2
length 5
tip_mass 5
yaw_constraint -5 5
pitch_constraint -10 10
}
}[/code]