I just learned how to facepose and now i want to try to make the model I'm working on eyeposing.
I followed the tutorial for Qc eyes [URL="http://www.facepunch.com/showthread.php?877831-quot-Theoretical-Modeling-quot-tutorial-series"]Here[/URL] but it wont work.
Can anyone tell me how they set up there models eyes?
[editline]19th October 2010[/editline]
I'm using 3DS Max if that is important.
Specifics as in how it's not working? Just not showing up, materials missing, errors, what.
You can see the pupils but the eyes don't follow you in the model viewer.
I can't remember or not if this is needed, but do you have a head attachment bone linked to the head bone?
I have a eye and mouth attachment linked to the head buts that's all.
Does it matter where the where the attachment is on the head?
I don't think so. Take a look at a decompiled citizen, see how that is.
There was a anim_attachment_head attachment so I'm going to try that.
[editline]19th October 2010[/editline]
Didn't work.
Hm. You have a flexfile line, right? Eye posing doesn't like to work without that for some reason.
You applied an eyeball_r and eyeball_l texture to each of the model's balls?
Yes.
Well what the hell. Maybe try this, I don't know.
[code]
eyeball righteye ValveBiped.Bip01_Head1 -1.33 -3.35 67.39 eyeball_r 1.000 4.000 head 0.630
eyeball lefteye ValveBiped.Bip01_Head1 1.38 -3.35 67.39 eyeball_l 1.000 -4.000 head 0.630[/code]
Still nothing.
[editline]19th October 2010[/editline]
Could it be the eyelids part? I adjusted them so it would compile.
Try commenting it out, see what happens.
Still nothing.
I am stumped honestly.
The model I'm working on is this one: [url]http://www.facepunch.com/showthread.php?1011476-L4D2-Hoodless-Hunter-Hexed[/url]
[editline]19th October 2010[/editline]
If you want I can try and send all the files to you.
Do you have a forward attachment?
I do not, and looking a decompiled citizen .qc I need to add a bone named "ValveBiped.forward" for that attachment to work.
[editline]21st October 2010[/editline]
I was just looking at the Chuck Greene model and it doesn't have that attachment.
I have no idea what could be causing the problem.
[quote]BlooCobalt: has he tested it in-game
BlooCobalt: hlmv has a tendancy to not always be truthful
BlooCobalt: in hlmv my eyeposing was inverted once
BlooCobalt: I look left he looks right
BlooCobalt: I look right he looks left
BlooCobalt: but in-game it was normal
[/quote]
I should of tried that... I'll do it tomorrow because its late now.
I tried it in game and it just stares straight ahead and eyeposer also has no effect.
Did you make sure to flip the axis when using QC eyes? Since you're using max. Also try placing the flexes in front of the eyes.
I used the qceyes program that comes with SDK and it has a option for if you are using max.
At the moment it doesn't have any flexes any more because I'm rebuilding the mouth and the only flex was for the jaw.
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