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Face messes Up HELP!
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This is what happens when I compile the model [IMG]http://i.imgur.com/8Ue8ebJ.jpg[/IMG] here is the QC: [CODE]$modelname "players\perp2\Female_03_1.mdl" $model "female_03" "f_3_01_reference.smd" { eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.289200 -3.666699 64.871607 "dark_eyeball_r" 1 4 "iris_unused" 0.68 eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.212400 -3.666698 64.939508 "dark_eyeball_l" 1 -4 "iris_unused" 0.68 eyelid upper_right "f_3_01.vta" lowerer 1 -0.23 neutral 0 0.18 raiser 2 0.28 split 1 eyeball "eye_right" eyelid lower_right "f_3_01.vta" lowerer 3 -0.29 neutral 0 -0.23 raiser 4 -0.07 split 1 eyeball "eye_right" eyelid upper_left "f_3_01.vta" lowerer 5 -0.23 neutral 0 0.18 raiser 6 0.28 split -1 eyeball "eye_left" eyelid lower_left "f_3_01.vta" lowerer 7 -0.29 neutral 0 -0.23 raiser 8 -0.07 split -1 eyeball "eye_left" mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 flexfile "f_3_01.vta" { defaultflex frame 0 // Already in eyelid lines: flex "upper_right" frame 1 // Already in eyelid lines: flex "upper_right" frame 2 // Already in eyelid lines: flex "lower_right" frame 3 // Already in eyelid lines: flex "lower_right" frame 4 // Already in eyelid lines: flex "upper_left" frame 5 // Already in eyelid lines: flex "upper_left" frame 6 // Already in eyelid lines: flex "lower_left" frame 7 // Already in eyelid lines: flex "lower_left" frame 8 flex "AU42" frame 9 flexpair "AU1" 1 frame 10 flexpair "AU2" 1 frame 11 flexpair "AU4" 1 frame 12 flexpair "AU1AU2" 1 frame 13 flexpair "AU12" 1 frame 14 flexpair "AU12" 1 frame 15 flex "AU12AU25" frame 16 flexpair "AU15" 1 frame 17 flexpair "AU17" 1 frame 18 flexpair "AU10" 1 frame 19 flex "AU16" frame 20 flexpair "AU6" 1 frame 21 flexpair "AU9" 1 frame 22 flexpair "AU25" 1 frame 23 flexpair "AU18" 1 frame 24 flexpair "AU18" 1 frame 25 flexpair "AU22" 1 frame 26 flexpair "AU20" 1 frame 27 flex "AU32" frame 28 flex "AU24" frame 29 flex "AU38" frame 30 flex "AU31" frame 31 flexpair "AU26" 1 frame 32 flexpair "AU27" 1 frame 33 flexpair "AU26Z" 1 frame 34 } 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 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 1 right_funneler flexcontroller phoneme range 0 1 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 1 jaw_drop flexcontroller phoneme range 0 1 right_mouth_drop flexcontroller phoneme range 0 1 left_mouth_drop flexcontroller mouth range 0 1 smile flexcontroller mouth range 0 1 lower_lip flexcontroller head range -30 30 head_rightleft flexcontroller head range -15 15 head_updown flexcontroller head range -15 15 head_tilt flexcontroller eyes range -30 30 eyes_updown flexcontroller eyes range -30 30 eyes_rightleft flexcontroller body range -30 30 body_rightleft flexcontroller chest range -30 30 chest_rightleft flexcontroller head range -0.2 0.2 head_forwardback flexcontroller gesture range -1 1 gesture_updown flexcontroller gesture range -1 1 gesture_rightleft localvar right_open localvar left_open localvar right_lip_suppressor localvar left_lip_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 %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 + blink * 0.5 * (1 - right_lid_closer) %lower_right_neutral = (1 - right_lid_closer) * (1 - 0.5 * blink) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25) %lower_right_lowerer = 0 %lower_left_raiser = left_lid_closer + blink * 0.5 * (1 - left_lid_closer) %lower_left_neutral = (1 - left_lid_closer) * (1 - 0.5 * blink) * (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) %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer) %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator %right_open = smile + right_part * (1 - smile) + right_puckerer + right_funneler + right_upper_raiser * 0.5 + lower_lip * 0.5 %left_open = smile + left_part * (1 - smile) + left_puckerer + left_funneler + left_upper_raiser * 0.5 + lower_lip * 0.5 %right_lip_suppressor = 1 / %right_open * (1 - presser) * (1 - bite) %left_lip_suppressor = 1 / %left_open * (1 - presser) * (1 - bite) %AU10R = right_upper_raiser * right_upper_raiser * 0.5 * %right_lip_suppressor %AU10L = left_upper_raiser * left_upper_raiser * 0.5 * %left_lip_suppressor %AU25R = right_part * right_part * %right_lip_suppressor * (1 - smile) %AU25L = left_part * left_part * %left_lip_suppressor * (1 - smile) %AU12AU25 = smile * smile * 0.5 * (%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 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25R + %AU18R + %AU22R)) * (1 - smile) %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25L + %AU18L + %AU22L)) * (1 - smile) %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5) %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5) %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 + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile) %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - 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 - presser) * tightener %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + jaw_drop) %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - bite) %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - bite) %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor %AU26R = jaw_drop * (1 - %right_drop) * jaw_drop / (jaw_clencher + jaw_drop) %AU26L = jaw_drop * (1 - %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 * 0.25 * (%right_lip_suppressor + %left_lip_suppressor) * (1 - 0.5 * (%AU27R + %AU27L)) %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25 + %AU16 * 0.4 } $mostlyopaque $cdmaterials "models\Humans\Female\Group01\" $cdmaterials "models\Humans\Female\" $cdmaterials "models\Humans\male\Group01\" $attachment "eyes" "ValveBiped.Bip01_Head1" 2.55 -4.11 0.04 rotate 0 -80.1 -90 $attachment "mouth" "ValveBiped.Bip01_Head1" 0.8 -5.8 -0.15 rotate 0 -80 -90 $attachment "chest" "ValveBiped.Bip01_Spine2" 4 4 0 rotate 0 95 90 $attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $surfaceprop "flesh" $contents "solid" $eyeposition 0 0 70 $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -2.25 -5 -3.15 7.25 5 3.35 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -0.81 -2.25 -3.05 11.19 2.75 1.2 $hbox 4 "ValveBiped.Bip01_L_Forearm" -1.25 -1.88 -2 11.75 1.62 1 $hbox 4 "ValveBiped.Bip01_L_Hand" 0 -1.07 -1.5 6 0.68 3 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.5 -2.25 -1.25 11.5 2.75 2.75 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.82 -1.9 -1.15 11.18 1.6 1.85 $hbox 5 "ValveBiped.Bip01_R_Hand" -0.5 -1.13 -3.25 5.5 0.63 1.75 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.5 -3.5 -3.25 17.5 4.5 3.25 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.74 -2.35 -2.15 17.74 3.65 2.35 $hbox 6 "ValveBiped.Bip01_L_Foot" -2 -1.8 -1.45 6 3.2 2.05 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.17 -1.5 -1.3 2.57 0.3 1.7 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.5 -3.5 -3 17.5 4.5 3 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.74 -2.35 -2.35 17.74 3.65 2.15 $hbox 7 "ValveBiped.Bip01_R_Foot" -2 -1.75 -2.15 6 3.25 1.35 $hbox 7 "ValveBiped.Bip01_R_Toe0" 0 -1.38 -1.63 2.74 0.38 1.63 $hbox 3 "ValveBiped.Bip01_Pelvis" -5.25 -3.88 -6.25 5.75 4.12 3.75 $hbox 3 "ValveBiped.Bip01_Spine1" -4.5 -2 -4.98 3.5 6 4.97 $hbox 2 "ValveBiped.Bip01_Spine2" -0.5 -2.5 -6 10.5 7.5 6 $skipboneinbbox $sequence "ragdoll" "f_3_01_anims\ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $includemodel "f_amn.mdl" $includemodel "f_shd.mdl" $includemodel "f_gst.mdl" $includemodel "f_pst.mdl" $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $ikautoplaylock "rfoot" 1 0.1 $ikautoplaylock "lfoot" 1 0.1 $collisionjoints "f_3_01_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0 $jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0 } $collisiontext { animatedfriction { "animfrictionmin" "1.000000" "animfrictionmax" "400.000000" "animfrictiontimein" "0.500000" "animfrictiontimeout" "0.300000" "animfrictiontimehold" "0.000000" } editparams { "rootname" "valvebiped.bip01_pelvis" "totalmass" "70.000000" "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01" "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1" } } $proceduralbones "f_3_01.vrd" $bonemerge "ValveBiped.Bip01_Pelvis" $bonemerge "ValveBiped.Bip01_Spine" $bonemerge "ValveBiped.Bip01_Spine1" $bonemerge "ValveBiped.Bip01_Spine2" $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.Anim_Attachment_RH" [/CODE]
CLAMP S CLAMP T [IMG]http://puu.sh/crUxU.png[/IMG] (this is your texture)
TY You fixed it!
Sorry, you need to
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