• [L4D2] Need help with Facial flex problem
    5 replies, posted
This is my first Thread, and I come with some noobly question. I making custom l4d2 survivors (by ported model from another game), I do everything almost work fine except facial animation and I already post it on workshop. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=233569201"]http://steamcommunity.com/sharedfiles/filedetails/?id=233569201[/URL] After seeking the way to making facial flex by decompile Zoey model for explore shape key in .vta file and made facial flexes for my custom model like the way Zoey flexes does like this [URL="https://scontent-b-sin.xx.fbcdn.net/hphotos-prn2/t31.0-8/10365477_640738502686997_4491629318324408314_o.jpg"]frame01 frame02 frame03 frame04 AU42[/URL] [URL="https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10355676_640738526020328_4457265058072262901_o.jpg"]AU1 AU2 AU4 AU12 AU15[/URL] [URL="https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/t31.0-8/10386889_640738519353662_5723110173855961432_o.jpg"]AU17 AU10 AU17D AU16 AU6[/URL] [URL="https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/t31.0-8/10382312_640738779353636_5705257620124022327_o.jpg"]AU9 AU25 AU22 AU20 AU32[/URL] [URL="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t31.0-8/10355678_640738826020298_5984993403790390658_o.jpg"]AU24 AU18 AU38 AU31 AU26[/URL] [URL="https://scontent-b-sin.xx.fbcdn.net/hphotos-prn2/t31.0-8/10380865_640738836020297_4890958083294487054_o.jpg"]AU27 AU26Z AU27Z AD30L AD30R[/URL] [URL="https://scontent-b-sin.xx.fbcdn.net/hphotos-frc3/t31.0-8/1836701_640739139353600_1940763285414529825_o.jpg"]AU1AU2 AU1AU4 AU2AU4 AU12AU25 AU6Z[/URL] [URL="https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10295030_640739179353596_7742861643711578400_o.jpg"]AU18Z AU22Z AU13 AD96L AD96R[/URL] [URL="https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10357734_640739196020261_2142182349345776738_o.jpg"]old-cheekRaiser, tempWrinkler, upper_right, upper_right, lower_right[/URL] [URL="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10296017_640739272686920_5916053106726555594_o.jpg"]lower_right, upper_left, upper_left, lower_left, lower_left[/URL] after I made 50 facial shape key, I use qc command which I also copy from decompile qc code from Zoey model like this [CODE]// QC File generated by the Wall Worm Model Tools Version 1.9861 // Get the latest version and notes at: // http://dev.wallworm.com $scale 1 $modelname "Custom\Elizabethstudent_1pristine_rig.mdl" $model ElizabethStudent_1Pristine_RIG "ElizabethStudent_1Pristine_RIG.smd" { eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.27 3.28 61.70 "Elizabeth_Eye_R" 1 4 "iris_unused" 0.63 eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.27 3.28 61.70 "Elizabeth_Eye_L" 1 -4 "iris_unused" 0.63 eyelid upper_right "Liz1.vta" lowerer 43 -0.13 neutral 0 0.09 raiser 44 0.17 split 0.1 eyeball "eye_right" eyelid lower_right "Liz1.vta" lowerer 45 -0.39 neutral 0 -0.34 raiser 46 -0.16 split 0.1 eyeball "eye_right" eyelid upper_left "Liz1.vta" lowerer 47 -0.13 neutral 0 0.09 raiser 48 0.17 split -0.1 eyeball "eye_left" eyelid lower_left "Liz1.vta" lowerer 49 -0.39 neutral 0 -0.34 raiser 50 -0.16 split -0.1 eyeball "eye_left" mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 flexfile "Liz1.vta" { defaultflex frame 0 flex "frame01" frame 1 flex "frame02" frame 2 flex "frame03" frame 3 flex "frame04" frame 4 flex "AU42" frame 5 flexpair "AU1" 1 frame 6 flexpair "AU2" 1 frame 7 flexpair "AU4" 1 frame 8 flexpair "AU12" 1 frame 9 flexpair "AU15" 1 frame 10 flexpair "AU17" 1 frame 11 flexpair "AU10" 1 frame 12 flexpair "AU17D" 1 frame 13 flexpair "AU16" 1 frame 14 flexpair "AU6" 1 frame 15 flexpair "AU9" 1 frame 16 flexpair "AU25" 1 frame 17 flexpair "AU22" 1 frame 18 flexpair "AU20" 1 frame 19 flex "AU32" frame 20 flex "AU24" frame 21 flexpair "AU18" 1 frame 22 flex "AU38" frame 23 flex "AU31" frame 24 flexpair "AU26" 1 frame 25 flexpair "AU27" 1 frame 26 flexpair "AU26Z" 1 frame 27 flexpair "AU27Z" 1 frame 28 flex "AD30L" frame 29 flex "AD30R" frame 30 flexpair "AU1AU2" 1 frame 31 flexpair "AU1AU4" 1 frame 32 flexpair "AU2AU4" 1 frame 33 flexpair "AU12AU25" 1 frame 34 flexpair "AU6Z" 1 frame 35 flexpair "AU18Z" 1 frame 36 flexpair "AU22Z" 1 frame 37 flexpair "AU13" 1 frame 38 flex "AD96L" frame 39 flex "AD96R" frame 40 flex "old-cheekRaiser" frame 41 flex "tempWrinkler" frame 42 // Already in eyelid lines: flex "upper_right" frame 43 // Already in eyelid lines: flex "upper_right" frame 44 // Already in eyelid lines: flex "lower_right" frame 45 // Already in eyelid lines: flex "lower_right" frame 46 // Already in eyelid lines: flex "upper_left" frame 47 // Already in eyelid lines: flex "upper_left" frame 48 // Already in eyelid lines: flex "lower_left" frame 49 // Already in eyelid lines: flex "lower_left" frame 50 } flexcontroller eyelid range 0 1 right_lid_raiser flexcontroller eyelid range 0 1 left_lid_raiser flexcontroller eyelid range 0 1 right_lid_tightener flexcontroller eyelid range 0 1 left_lid_tightener flexcontroller eyelid range 0 1 right_lid_droop flexcontroller eyelid range 0 1 left_lid_droop flexcontroller eyelid range 0 1 right_lid_closer flexcontroller eyelid range 0 1 left_lid_closer flexcontroller eyelid range 0 1 half_closed flexcontroller eyelid range 0 1 blink flexcontroller brow range 0 1 right_inner_raiser flexcontroller brow range 0 1 left_inner_raiser flexcontroller brow range 0 1 right_outer_raiser flexcontroller brow range 0 1 left_outer_raiser flexcontroller brow range 0 1 right_lowerer flexcontroller brow range 0 1 left_lowerer flexcontroller nose range 0 1 right_cheek_raiser flexcontroller nose range 0 1 left_cheek_raiser flexcontroller nose range 0 1 right_wrinkler flexcontroller nose range 0 1 left_wrinkler flexcontroller nose range 0 1 dilator flexcontroller mouth range 0 1 right_upper_raiser flexcontroller mouth range 0 1 left_upper_raiser flexcontroller mouth range 0 1 right_corner_puller flexcontroller mouth range 0 1 left_corner_puller flexcontroller mouth range 0 1 right_corner_depressor flexcontroller mouth range 0 1 left_corner_depressor flexcontroller mouth range 0 1 chin_raiser flexcontroller phoneme range 0 1 right_part flexcontroller phoneme range 0 1 left_part flexcontroller phoneme range 0 1 right_puckerer flexcontroller phoneme range 0 1 left_puckerer flexcontroller phoneme range 0 2 right_funneler flexcontroller phoneme range 0 2 left_funneler flexcontroller phoneme range 0 1 right_stretcher flexcontroller phoneme range 0 1 left_stretcher flexcontroller phoneme range 0 1 bite flexcontroller phoneme range 0 1 presser flexcontroller phoneme range 0 1 tightener flexcontroller phoneme range 0 1 jaw_clencher flexcontroller phoneme range 0 2 jaw_drop flexcontroller phoneme range 0 1 right_mouth_drop flexcontroller phoneme range 0 1 left_mouth_drop flexcontroller mouth range 0 1 right_cheek_puffer flexcontroller mouth range 0 1 left_cheek_puffer flexcontroller mouth range -1 1 mouth_sideways flexcontroller mouth range -1 1 jaw_sideways flexcontroller mouth range 0 1 lower_lip flexcontroller eyes range -30 30 eyes_updown flexcontroller eyes range -30 30 eyes_rightleft localvar biter localvar AU1AU2AU4R localvar AU1AU2AU4L localvar right_open localvar left_open localvar right_lip_suppressor localvar left_lip_suppressor localvar lower_lip_active localvar right_scaled_part localvar left_scaled_part localvar right_raiser_suppressor localvar left_raiser_suppressor localvar right_depressor_suppressor localvar left_depressor_suppressor localvar right_corner_suppressor localvar left_corner_suppressor localvar right_drop_suppressor localvar left_drop_suppressor localvar right_drop localvar left_drop localvar right_au_open localvar left_au_open localvar jaw_overage localvar jaw_underage localvar jaw_blend %biter = bite %upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink) %upper_right_neutral = (1 - right_lid_droop * 0.8) * (1 - right_lid_raiser) * (1 - right_lid_closer) * (1 - blink) %upper_right_lowerer = right_lid_closer + blink * (1 - right_lid_closer) %upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - left_lid_closer) * (1 - blink) %upper_left_neutral = (1 - left_lid_droop * 0.8) * (1 - left_lid_raiser) * (1 - left_lid_closer) * (1 - blink) %upper_left_lowerer = left_lid_closer + blink * (1 - left_lid_closer) %lower_right_raiser = right_lid_closer %lower_right_neutral = (1 - right_lid_closer) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25) %lower_right_lowerer = 0 %lower_left_raiser = left_lid_closer %lower_left_neutral = (1 - left_lid_closer) * (1 - left_lid_tightener * 0.5) * (1 - left_cheek_raiser * 0.25) %lower_left_lowerer = 0 %AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer) %AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer) %AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer) %AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer) %AU4R = right_lowerer * (1 - right_inner_raiser) * (1 - right_outer_raiser) %AU4L = left_lowerer * (1 - left_inner_raiser) * (1 - left_outer_raiser) %AU1AU2AU4R = right_inner_raiser * right_outer_raiser * right_lowerer %AU1AU2AU4L = left_inner_raiser * left_outer_raiser * left_lowerer %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer) + %AU1AU2AU4R / 2 %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer) + %AU1AU2AU4L / 2 %AU1AU4R = right_inner_raiser * (1 - right_outer_raiser) * right_lowerer + %AU1AU2AU4R / 2 %AU1AU4L = left_inner_raiser * (1 - left_outer_raiser) * left_lowerer + %AU1AU2AU4L / 2 %AU2AU4R = right_outer_raiser * (1 - right_inner_raiser) * right_lowerer + %AU1AU2AU4R / 2 %AU2AU4L = left_outer_raiser * (1 - left_inner_raiser) * left_lowerer + %AU1AU2AU4L / 2 %AU38 = dilator %lower_lip_active = lower_lip * (1 - min((jaw_drop / 2), 1)) %right_open = right_part + right_puckerer + right_funneler + right_upper_raiser * 0.5 + %lower_lip_active %left_open = left_part + left_puckerer + left_funneler + left_upper_raiser * 0.5 + %lower_lip_active %right_lip_suppressor = (1 - presser) * (1 - %biter) %left_lip_suppressor = (1 - presser) * (1 - %biter) %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %right_scaled_part = right_part * (1 - right_puckerer * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor %left_scaled_part = left_part * (1 - left_puckerer * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor %AU25R = %right_scaled_part * (1 - right_corner_puller) %AU25L = %left_scaled_part * (1 - left_corner_puller) %AU12AU25R = %right_scaled_part * right_corner_puller %AU12AU25L = %left_scaled_part * left_corner_puller %AU18R = right_puckerer * (1 - right_part * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor %AU18L = left_puckerer * (1 - left_part * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor %AU22R = right_funneler * (1 - right_part * (1 / 2 - right_puckerer * 1 / 3) - right_puckerer * 1 / 2) * %right_lip_suppressor %AU22L = left_funneler * (1 - left_part * (1 / 2 - left_puckerer * 1 / 3) - left_puckerer * 1 / 2) * %left_lip_suppressor %right_raiser_suppressor = (1 - 0.3 * %AU22R) * (1 - 0.5 * %AU18R) * (1 - presser) * (1 - %biter) * (1 - right_corner_puller) * (1 - 0.5 * jaw_drop) %left_raiser_suppressor = (1 - 0.3 * %AU22L) * (1 - 0.5 * %AU18L) * (1 - presser) * (1 - %biter) * (1 - left_corner_puller) * (1 - 0.5 * jaw_drop) %AU9R = right_wrinkler * %right_raiser_suppressor * (1 - right_upper_raiser) %AU9L = left_wrinkler * %left_raiser_suppressor * (1 - left_upper_raiser) %AU10R = right_upper_raiser * %right_raiser_suppressor %AU10L = left_upper_raiser * %left_raiser_suppressor %AU25R = %AU25R * (1 - %AU10R) * (1 - %AU9R) %AU25L = %AU25L * (1 - %AU10L) * (1 - %AU9L) %AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25R + %AU12AU25R + %AU18R + %AU22R + %AU10R))) %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25L + %AU12AU25L + %AU18L + %AU22L + %AU10L))) %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor) %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor) %AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor %AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor %right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.25) %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.25) %AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor * (1 - right_part) %AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor * (1 - left_part) %AU20R = right_stretcher * right_stretcher * %right_corner_suppressor %AU20L = left_stretcher * left_stretcher * %left_corner_suppressor %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - %biter) %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - %biter) %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor %right_au_open = min((%AU18R + %AU25R + %AU12AU25R + 0.5 * %AU22R + %AU20R + %AU12R), 1) %left_au_open = min((%AU18L + %AU25L + %AU12AU25L + 0.5 * %AU22L + %AU20L + %AU12L), 1) %AU32 = bite %AU24 = presser + (1 - presser) * tightener %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + min(jaw_drop, 1)) %AD96L = max(-mouth_sideways, 0) * (1 - 0.5 * %right_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter) %AD96R = max(mouth_sideways, 0) * (1 - 0.5 * %left_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter) %AD30L = max(-jaw_sideways, 0) %AD30R = max(jaw_sideways, 0) %jaw_overage = max(0, ((jaw_drop - 1) * (1 - presser) * (1 - %biter) * (1 - 0.5 * max(%right_au_open, %left_au_open)))) %jaw_underage = min(jaw_drop, 1) - %jaw_overage %jaw_blend = jaw_drop / (jaw_clencher + jaw_drop) %AU26R = %jaw_underage * (1 - %right_drop) * %jaw_blend %AU26L = %jaw_underage * (1 - %left_drop) * %jaw_blend %AU27R = %jaw_underage * %right_drop * %jaw_blend %AU27L = %jaw_underage * %left_drop * %jaw_blend %AU26ZR = %jaw_overage * (1 - %right_drop) * %jaw_blend %AU26ZL = %jaw_overage * (1 - %left_drop) * %jaw_blend %AU27ZR = %jaw_overage * %right_drop * %jaw_blend %AU27ZL = %jaw_overage * %left_drop * %jaw_blend %AU22ZR = max(0, (%AU22R - 1)) %AU22ZL = max(0, (%AU22L - 1)) %AU22R = min(%AU22R, 1) - %AU22ZR %AU22L = min(%AU22L, 1) - %AU22ZL %AU16L = %lower_lip_active * %left_lip_suppressor * (1 - %left_au_open) %AU16R = %lower_lip_active * %right_lip_suppressor * (1 - %right_au_open) %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU27ZR * 0.5 + %AU27ZL * 0.5 + %AU26ZR * 0.35 + %AU26ZL * 0.35 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25R * 0.5 + %AU12AU25L * 0.5 + %AU16L * 0.3 + %AU16R * 0.3 + %AU10R * 0.5 + %AU10L * 0.5 %AU13R = right_cheek_puffer * max(0, (1 - %mouth * 3)) %AU13L = left_cheek_puffer * max(0, (1 - %mouth * 3)) }[/CODE] and then I compile without error in compile process [IMG]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/t31.0-8/10338586_640949352665912_1333670329787329156_o.jpg[/IMG] but the result was horrible because most of slide control won't work, it's nothing happen when I try slide it, and some slide control flex go into wrong direction like this [IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-frc3/t31.0-8/10269138_640949412665906_6719172844034059102_o.jpg[/IMG] Totally not look "blink" at all [IMG]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10348943_640950179332496_7516587251523326138_o.jpg[/IMG] Nose dilator become lips pucker [IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-frc3/t31.0-8/10380562_640950432665804_5525978925607240546_o.jpg[/IMG] Lip bite become lip presser [IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/t31.0-8/10355517_640950502665797_8364551961686783075_o.jpg[/IMG] but lip presser become lip bite ??? and many problem ... So I guess it must be problem about facial flex qc command which I copied entirely from Zoey qc command without edit it, or it maybe my facial flex shape key problem, As I said this is my noobly question because I really don't understand qc command about how it control facial flex, so I need your help for guide me about how to correct qc code or something else that can make facial animation work properly. Thank You. But moreover, I create 50 flexes but when I compile it said 55 flexes in command process, don't know why is something wrong or not. [CODE]bones 32084 bytes (110) animations 2260 bytes (2 anims) (3 frames) [0:00] sequences 198048 bytes (930 seq) ik/pose 12636 bytes eyeballs 344 bytes (2 eyeballs) [B]flexes 603312 bytes (55 flexes)[/B] textures 1164 bytes keyvalues 0 bytes bone transforms 15224 bytes[/CODE]
I'm thinking you might have missed or omitted a flex early on. Make sure your base shapes are in the correct order, if one is missing, all of the flexes will be misplaced. Also for future reference, everything past shape 40 is defunct and unused in the compilation process. That should save you some time.
[QUOTE=Lt_C;44837764]I'm thinking you might have missed or omitted a flex early on. Make sure your base shapes are in the correct order, if one is missing, all of the flexes will be misplaced. Also for future reference, everything past shape 40 is defunct and unused in the compilation process. That should save you some time.[/QUOTE] Thank you for advice, I really missed a flex as you said by put some flex in wrong frame and cause all of the flexes misplaced. After I fix it, some flexes seem to correct. "chin_raiser" now correct [IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-prn2/t31.0-8/10256790_642760739151440_194600206587177737_o.jpg[/IMG] "bite" work [IMG]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10379633_642760839151430_3479279162984491273_o.jpg[/IMG] "presser" and "tightener" work [IMG]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10257593_642760882484759_3742799160988575581_o.jpg[/IMG] "jaw_drop" work [IMG]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash3/t31.0-8/1912443_642760885818092_9031352146410646188_o.jpg[/IMG] "mouth_sideways" work [IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-prn2/t31.0-8/10293752_642761102484737_3463469335201105728_o.jpg[/IMG] [IMG]https://scontent-a-sin.xx.fbcdn.net/hphotos-prn2/l/t31.0-8/10296012_642903772470470_8748814497236462331_o.jpg[/IMG] But some still not work properly such as. Flex control "left_lid_tightener" work. [IMG]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/t31.0-8/10256701_642768819150632_4629321708479290446_o.jpg[/IMG] But flex control "right_lid_tightener" won't work [IMG]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10371279_642760579151456_8603572425276568843_o.jpg[/IMG] "blink" supposed to close both eyes but now only close left eye. [IMG]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/t31.0-8/1795272_642760575818123_7593830299177620328_o.jpg[/IMG] "left_lowerer" should lower left brow only but it lower both side of brow. [IMG]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/1956895_642760725818108_4074393697524968490_o.jpg[/IMG] While "right_lowerer" do nothing. [IMG]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/t31.0-8/10329710_642760742484773_3804097198386119238_o.jpg[/IMG] And every "flexpair" which have right and left also have the same problem as above, when I drag flex control on left side, it moving both side but when I drag flex control on right side, nothing happen andI don't know the cause of this issue. And eyeball control also not moving either, I don't know what cause this problem, it was qc eye wrong or something? [QUOTE=Lt_C;44837764]Also for future reference, everything past shape 40 is defunct and unused in the compilation process. That should save you some time.[/QUOTE] I will try to remove some unused flex as you said, I try decompiled some L4D2 custom model and I found some model only have 39 flexes.
Swap [img] [/img] to [t] [/t].
[QUOTE=CaptainBigButt;44869233]Swap [img] [/img] to [noparse][t] [/t][/noparse].[/QUOTE] Ftfy.
it might just be me, but it looks like the alpha channel in the eye texture is inverted, might just be me though, or HLMV [editline]22nd May 2014[/editline] i havent worked with source in awhile, atleast eyes. ive been working with goldsource a lot more recently [editline]22nd May 2014[/editline] na, its fine, im just stupid
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