• Face Flexes, yay!
    7 replies, posted
I finally went back to working on that Miku model. Progress is good so far, but for some strange reason I'm having issues with face flexes. After finally getting them all done and exporting them, they finally "work" in-game, though not correctly. While she works properly in 3ds max, her compiled version's expressions are a bit wonky. It's been a while since I did expressions, and I use a real head rather than a doll-like head, so I'm sure I missed a step. I also tried recompiling it as just the head alone (and again without the eyes) to see if the body was interfering or something, but it didn't help much. After some experimenting, I found one possible issue, but it's a little confusing to me. Vert Counts - 3DS MAX: 3105 VTA: 3104 (I'd swear this was 3109 at one point). SOURCE: 4159 I'm not sure why all 3 of them are different, but I'm also not sure if that's actually the issue or not. Misc Info and shit - setup: [url]http://i.imgur.com/pwAasxb.jpg[/url] source: [url]http://i.imgur.com/sC8GcOZ.png[/url] | [url]http://i.imgur.com/wC7sPU1.png[/url] (That's not how you blink!) QC: [url]http://pastebin.com/RwFSMuaq[/url]
yeah looks like a bunch of the verts are not exporting correctly, or it has them listed wrongly, so they're grabbing the nearest possible ones. Or messing up the areas. Make sure to double check that the whole thing is one single model (eyelids, eyebrows, eyelashes etc) and that multiple flexes don't interfere.
It is. In fact, to ensure it was all working properly, I exported the same head without the morph target as a model, which is where the screenshot came from. In other words, I compiled the exact same head as the model as well (with the eyes, hair, and rest of the body removed) to see if it still had the same issues. I'm not sure where the vertex count is changing, or why the compiled version has an additional 1000 verts, though. Re-proportioning her to fit on the player skeleton without looking like crap has gone surprisingly well, but I keep having strange issues to compensate for it, such as her knees being squashed when on source animations.
[QUOTE=Dragon52225;42081526]It is. In fact, to ensure it was all working properly, I exported the same head without the morph target as a model, which is where the screenshot came from. In other words, I compiled the exact same head as the model as well (with the eyes, hair, and rest of the body removed) to see if it still had the same issues. I'm not sure where the vertex count is changing, or why the compiled version has an additional 1000 verts, though. Re-proportioning her to fit on the player skeleton without looking like crap has gone surprisingly well, but I keep having strange issues to compensate for it, such as her knees being squashed when on source animations.[/QUOTE] Are they squashed even on the default stance skeleton? Could be something with the xforms.
Here's a reference: 3ds max: [URL]http://i.imgur.com/ZdG9YFB.jpg[/URL] source: [URL]http://i.imgur.com/4I2VdUA.png[/URL] (idle) source: [URL]http://i.imgur.com/6kdlHGW.png[/URL] (ragdoll) Anatomy at it's best. I'm not sure where these issues are coming from or why, but other than that it's not so bad. I usually don't modify the skeleton itself aside from adding jigglebones and such. Instead, I modify the model itself to have more control on the shape I want when it's completed. Since I had to tweak Miku a lot to fit the player skeleton, it should all be lined up correctly on the knees, since the skeleton isn't being snapped together (since it wasn't modified).
[QUOTE=wraithcat;42081939] Could be something with the xforms.[/QUOTE] I skipped ahead and started working on some other shit on the model for the time being, but I came back and tried resetting the xforms for the fun of it. It doesn't look pretty. Head: [url]http://i.imgur.com/qedXiUT.png[/url] Legs: [url]http://i.imgur.com/YChrnHw.png[/url] I'm pretty sure her broken expressions also gave her a random mustache.
Looking forward to release. Where did you get the model from? I've been looking for some good anime type models to animate
There are a lot of MMD models available for download on the wiki. This one was modified a little by the original author of one of the miku models, but it's basically the same thing. [img]http://i.imgur.com/V204VMd.png[/img] I'm pretty sure someone already has Miku ported, but as a ragdoll, and the old playermodel is pretty cool, but it looks more like a creepy wooden doll with a hunch-back and large, floppy feet. Right now all she really has is jigglebones for her hair and tie, but if I can get things fixed she'll have a lot more. I don't know why I'm running into so many strange issues. Depending on how things go with Miku, I kind of just randomly downloaded some vocaloids to look over that I can rig if things go well. [img]http://i.imgur.com/krgtqRL.jpg[/img] These are just from the MMD wiki.
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