• Flexes doesn't work on decompiled model.
    4 replies, posted
I decompiled a model with citizen head, but after compiling flexes don't want to work. I think it's a standard issue, but I really don't know how to fix it.I'm moving all the sliders and they don't work, but everything compiled just fine (except for the eyelids). Here's my qc [code] $cd "C:\Users\Win7\Desktop\Sci-Fi Marines\Light\Male_05" $modelname "Trek\Sci Fi Troops\Jungle\Male_05.mdl" $model "male_05" "male_05_reference.smd" { flexfile "mdldecompiler_expressions.vta" { flex "right_lid_raiser" frame 1 flex "left_lid_raiser" frame 2 flex "right_lid_droop" frame 3 flex "left_lid_droop" frame 4 flex "right_lid_closer" frame 5 flex "left_lid_closer" frame 6 flex "blink" frame 7 flex "upper_right" frame 8 flex "lower_right" frame 9 flex "upper_left" frame 10 flex "lower_left" frame 11 flex "AU42" frame 12 flexpair "AU1" 1.0 frame 13 flexpair "AU2" 1.0 frame 14 flexpair "AU4" 1.0 frame 15 flexpair "AU1AU2" 1.0 frame 16 flexpair "AU12" 1.0 frame 17 flex "AU12AU25" frame 18 flexpair "AU15" 1.0 frame 19 flexpair "AU17" 1.0 frame 20 flexpair "AU10" 1.0 frame 21 flex "AU16" frame 22 flexpair "AU6" 1.0 frame 23 flexpair "AU9" 1.0 frame 24 flexpair "AU25" 1.0 frame 25 flexpair "AU18" 1.0 frame 26 flexpair "AU22" 1.0 frame 27 flexpair "AU20" 1.0 frame 28 flex "AU32" frame 29 flex "AU24" frame 30 flex "AU38" frame 31 flex "AU31" frame 32 flexpair "AU26" 1.0 frame 33 flexpair "AU27" 1.0 frame 34 flexpair "AU26Z" 1.0 frame 35 flexpair "AU27Z" 1.0 frame 36 } eyeball righteye ValveBiped.Bip01_Head1 -1.256 -3.268 67.382 eyeball_r 1.000 4.000 vietnamsoldier 0.630 eyeball lefteye ValveBiped.Bip01_Head1 1.165 -3.268 67.387 eyeball_l 1.000 -4.000 vietnamsoldier 0.630 //eyelid upper_right "mdldecompiler_expressions.vta" lowerer 40 -1.000000 neutral 0 0.000000 raiser 40 1.000000 split 0.1 eyeball righteye //eyelid lower_right "mdldecompiler_expressions.vta" lowerer 40 -1.000000 neutral 0 0.000000 raiser 40 1.000000 split 0.1 eyeball righteye //eyelid upper_left "mdldecompiler_expressions.vta" lowerer 40 -1.000000 neutral 0 0.000000 raiser 40 1.000000 split -0.1 eyeball lefteye //eyelid lower_left "mdldecompiler_expressions.vta" lowerer 40 -1.000000 neutral 0 0.000000 raiser 40 1.000000 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller phoneme right_lid_raiser "range" 0.000 1.000 flexcontroller phoneme left_lid_raiser "range" 0.000 1.000 flexcontroller phoneme right_lid_droop "range" 0.000 1.000 flexcontroller phoneme left_lid_droop "range" 0.000 1.000 flexcontroller phoneme right_lid_closer "range" 0.000 1.000 flexcontroller phoneme left_lid_closer "range" 0.000 1.000 flexcontroller phoneme blink "range" 0.000 1.000 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 flexcontroller nose right_cheek_raiser "range" 0.000 1.000 flexcontroller nose left_cheek_raiser "range" 0.000 1.000 flexcontroller nose wrinkler "range" 0.000 1.000 flexcontroller nose dilator "range" 0.000 1.000 flexcontroller mouth right_upper_raiser "range" 0.000 1.000 flexcontroller mouth left_upper_raiser "range" 0.000 1.000 flexcontroller mouth right_corner_puller "range" 0.000 1.000 flexcontroller mouth left_corner_puller "range" 0.000 1.000 flexcontroller mouth right_corner_depressor "range" 0.000 1.000 flexcontroller mouth left_corner_depressor "range" 0.000 1.000 flexcontroller mouth chin_raiser "range" 0.000 1.000 flexcontroller phoneme right_part "range" 0.000 1.000 flexcontroller phoneme left_part "range" 0.000 1.000 flexcontroller phoneme right_puckerer "range" 0.000 1.000 flexcontroller phoneme left_puckerer "range" 0.000 1.000 flexcontroller phoneme right_funneler "range" 0.000 1.000 flexcontroller phoneme left_funneler "range" 0.000 1.000 flexcontroller phoneme right_stretcher "range" 0.000 1.000 flexcontroller phoneme left_stretcher "range" 0.000 1.000 flexcontroller phoneme bite "range" 0.000 1.000 flexcontroller phoneme presser "range" 0.000 1.000 flexcontroller phoneme tightener "range" 0.000 1.000 flexcontroller phoneme jaw_clencher "range" 0.000 1.000 flexcontroller phoneme jaw_drop "range" 0.000 1.000 flexcontroller phoneme right_mouth_drop "range" 0.000 1.000 flexcontroller phoneme left_mouth_drop "range" 0.000 1.000 flexcontroller mouth smile "range" 0.000 1.000 flexcontroller mouth lower_lip "range" 0.000 1.000 flexcontroller head head_rightleft "range" 0.000 1.000 flexcontroller head head_updown "range" 0.000 1.000 flexcontroller head head_tilt "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" 0.000 1.000 flexcontroller eyes eyes_rightleft "range" 0.000 1.000 flexcontroller body body_rightleft "range" 0.000 1.000 flexcontroller chest chest_rightleft "range" 0.000 1.000 flexcontroller head head_forwardback "range" 0.000 1.000 flexcontroller gesture gesture_updown "range" 0.000 1.000 flexcontroller gesture gesture_rightleft "range" 0.000 1.000 %right_lid_raiser = right_lid_raiser %left_lid_raiser = left_lid_raiser %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 localvar upper_right_raiser %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_neutral %upper_right_neutral = (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_raiser) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_lowerer %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 - right_lid_closer))) localvar upper_left_raiser %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_neutral %upper_left_neutral = (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_raiser) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_lowerer %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 - left_lid_closer))) localvar lower_right_raiser %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 - right_lid_closer)))) localvar lower_right_neutral %lower_right_neutral = (( 1.000 - right_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( right_lid_tightener * 0.500)) * ( 1.000 - ( right_cheek_raiser * 0.250))))) localvar lower_right_lowerer %lower_right_lowerer = 0.000 localvar lower_left_raiser %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 - left_lid_closer)))) localvar lower_left_neutral %lower_left_neutral = (( 1.000 - left_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( left_lid_tightener * 0.500)) * ( 1.000 - ( left_cheek_raiser * 0.250))))) localvar lower_left_lowerer %lower_left_lowerer = 0.000 %AU1R = ( right_inner_raiser * (( 1.000 - right_outer_raiser) * ( 1.000 - right_lowerer))) %AU1L = ( left_inner_raiser * (( 1.000 - left_outer_raiser) * ( 1.000 - left_lowerer))) %AU2R = ( right_outer_raiser * (( 1.000 - right_inner_raiser) * ( 1.000 - right_lowerer))) %AU2L = ( left_outer_raiser * (( 1.000 - left_inner_raiser) * ( 1.000 - left_lowerer))) %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 - right_lowerer))) %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 - left_lowerer))) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator localvar right_open %right_open = ( smile + (( right_part * ( 1.000 - smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar left_open %left_open = ( smile + (( left_part * ( 1.000 - smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar right_lip_suppressor %right_lip_suppressor = (( 1.000 / %right_open) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_lip_suppressor %left_lip_suppressor = (( 1.000 / %left_open) * (( 1.000 - presser) * ( 1.000 - bite))) %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 * %right_lip_suppressor))) %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 * %left_lip_suppressor))) %AU25R = ( right_part * (( right_part * %right_lip_suppressor) * ( 1.000 - smile))) %AU25L = ( left_part * (( left_part * %left_lip_suppressor) * ( 1.000 - smile))) %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor + %left_lip_suppressor)))) %AU18R = ( right_puckerer * ( right_puckerer * %right_lip_suppressor)) %AU18L = ( left_puckerer * ( left_puckerer * %left_lip_suppressor)) %AU22R = ( right_funneler * ( right_funneler * %right_lip_suppressor)) %AU22L = ( left_funneler * ( left_funneler * %left_lip_suppressor)) %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R + %AU22R)))) * ( 1.000 - smile))))) %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L + %AU22L)))) * ( 1.000 - smile))))) localvar right_depressor_suppressor %right_depressor_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) localvar left_depressor_suppressor %left_depressor_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) %AU15R = ( right_corner_depressor * ( right_corner_depressor * %right_depressor_suppressor)) %AU15L = ( left_corner_depressor * ( left_corner_depressor * %left_depressor_suppressor)) localvar right_corner_suppressor %right_corner_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) localvar left_corner_suppressor %left_corner_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) %AU12R = ( right_corner_puller * ( right_corner_puller * %right_corner_suppressor)) %AU12L = ( left_corner_puller * ( left_corner_puller * %left_corner_suppressor)) %AU20R = ( right_stretcher * ( right_stretcher * %right_corner_suppressor)) %AU20L = ( left_stretcher * ( left_stretcher * %left_corner_suppressor)) %AU32 = bite %AU24 = ( presser + (( 1.000 - presser) * tightener)) %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher + jaw_drop))) localvar right_drop_suppressor %right_drop_suppressor = (( 1.000 / (( 0.500 * %right_open) + right_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_drop_suppressor %left_drop_suppressor = (( 1.000 / (( 0.500 * %left_open) + left_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar right_drop %right_drop = ( right_mouth_drop * ( right_mouth_drop * %right_drop_suppressor)) localvar left_drop %left_drop = ( left_mouth_drop * ( left_mouth_drop * %left_drop_suppressor)) %AU26R = ( jaw_drop * (( 1.000 - %right_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU26L = ( jaw_drop * (( 1.000 - %left_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor + %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R + %AU27L))))) localvar mouth %mouth = (( %AU27R * 0.500) + (( %AU27L * 0.500) + (( %AU22R * 0.350) + (( %AU22L * 0.350) + (( %AU18R * 0.250) + (( %AU18L * 0.250) + (( %AU25R * 0.350) + (( %AU25L * 0.350) + (( %AU32 * 0.500) + ( %AU12AU25 + ((( %AU27ZR + %AU27ZL) * ( 0.500 * 0.700)) + ( %AU16 * 0.400)))))))))))) } $bodygroup sleeves { studio "sleeves1.smd" studio "sleeves2.smd" studio "sleeves3.smd" } $bodygroup bandolier { studio "bandolier.smd" blank } $bodygroup backpack { studio "suspenders.smd" studio "backpack1.smd" studio "backpack2.smd" studio "backpack3.smd" blank } $bodygroup gear { studio "gearsetup1.smd" studio "gearsetup2.smd" blank } $bodygroup helmet { blank studio "helmet1.smd" studio "booniehat.smd" } $bodygroup mask { blank studio "mask1.smd" studio "mask2.smd" } $cdmaterials "Trek\SciFi Troops\Jungle" $cdmaterials "Trek\SciFi Troops\Shared" $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 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $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 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $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 $attachment "eyes" "ValveBiped.Bip01_Head1" 3.45 -3.50 0.05 rotate -0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.50 0.10 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 $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition -0.000 0.637 36.046 $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 [/code] Thanks for help.
Bump. Updated the post with qc. Please, help me, dammit.
As far as I know the flexes break during the decompile. Only possibility I could think of would making a new VTA...
This is a problem that only appears to happen with Valve's characters. At least, they're the only ones that have given me such problems post-decompile.
I'm having the same problem with FF models I think we could both look at this [url]http://www.facepunch.com/threads/712714-VTA-import-now-working-(indirectly-but-it-works[/url]!) tell me how it goes
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