• Problem with the eyes.
    7 replies, posted
Trying to make my own personal skin. And i have a problem. Eyes don't change by Eyeposer and distort then i turn the head. I know that problem in .qc file, but i absolutely don't know how to fix it. Any ideas? [img_thumb]http://img841.imageshack.us/img841/1251/gmflatgrass0001z.jpg[/img_thumb] [img_thumb]http://img375.imageshack.us/img375/3908/gmflatgrass0000p.jpg[/img_thumb]
Well it might be helpful to post the QC in [noparse][code][/code][/noparse] tags Also the attachment and and eye setup themselves - are they on abone that's normally in the hierarchy (usually head bone)
Are you using like the new EP2/L4D eyes or whatever?
[b]wraithcat:[/b] [code]$cd "D:\bullshit\modelling\killyouall\" $modelname "bullshit\bullshit_2nd.mdl" $model "bullshit" "bullshit_2nd.smd" { eyeball righteye ValveBiped.Bip01_Head1 -1.3 -2.875 69.025 eyeball_r 1.000 4.000 pupil_r 0.640 eyeball lefteye ValveBiped.Bip01_Head1 1.24 -2.875 69.025 eyeball_l 1.000 -4.000 pupil_l 0.640 mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 } $cdmaterials "models\bullshit\barney" $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -10.995 -13.015 -8.490 8.709 8.391 8.490 $hbox 0 "ValveBiped.Bip01_Spine" -3.279 -12.568 -8.490 14.950 9.143 8.490 $hbox 0 "ValveBiped.Bip01_Spine1" -4.066 -12.565 -8.490 10.334 12.116 8.490 $hbox 0 "ValveBiped.Bip01_Spine2" -1.323 -11.079 -5.901 7.101 0.000 5.668 $hbox 0 "ValveBiped.Bip01_Spine4" -14.598 -12.372 -11.366 8.028 11.228 11.362 $hbox 0 "ValveBiped.Bip01_R_Clavicle" -2.482 -6.777 -7.672 9.390 6.009 5.674 $hbox 0 "ValveBiped.Bip01_R_UpperArm" -3.375 -4.636 -5.212 16.134 5.638 2.713 $hbox 0 "ValveBiped.Bip01_R_Forearm" -3.485 -2.708 -2.945 12.011 4.726 2.660 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.646 -2.374 -2.408 4.921 1.055 2.174 $hbox 0 "ValveBiped.Bip01_R_Finger0" -1.212 -1.348 -1.920 3.808 2.017 1.874 $hbox 0 "ValveBiped.Bip01_R_Finger01" -1.268 -0.783 -1.026 2.088 0.961 0.925 $hbox 0 "ValveBiped.Bip01_R_Finger1" -1.161 -0.939 -0.740 1.774 0.493 0.581 $hbox 0 "ValveBiped.Bip01_R_Finger2" -1.173 -0.590 -0.609 1.913 0.596 0.629 $hbox 0 "ValveBiped.Bip01_R_Finger3" -1.308 -0.599 -0.605 1.780 0.677 1.374 $hbox 0 "ValveBiped.Bip01_R_Finger4" -1.100 -0.951 -0.572 1.543 0.426 0.721 $hbox 0 "ValveBiped.Bip01_L_Clavicle" -2.487 -6.776 -5.674 9.390 5.871 7.672 $hbox 0 "ValveBiped.Bip01_L_UpperArm" -3.375 -4.634 -2.707 16.134 5.641 5.212 $hbox 0 "ValveBiped.Bip01_L_Forearm" -3.486 -2.708 -2.661 12.010 4.726 2.945 $hbox 0 "ValveBiped.Bip01_L_Hand" -0.491 -2.339 -1.929 5.032 1.156 2.587 $hbox 0 "ValveBiped.Bip01_L_Finger0" -1.475 -0.932 -1.574 3.527 2.445 2.316 $hbox 0 "ValveBiped.Bip01_L_Finger01" -0.763 -0.645 -0.793 2.252 0.834 1.127 $hbox 0 "ValveBiped.Bip01_L_Finger4" -0.952 -0.735 -0.622 1.692 0.707 0.701 $hbox 0 "ValveBiped.Bip01_L_Finger3" -1.054 -0.940 -1.381 1.993 0.509 0.832 $hbox 0 "ValveBiped.Bip01_L_Finger2" -1.101 -0.894 -0.923 2.090 0.425 1.373 $hbox 0 "ValveBiped.Bip01_L_Finger1" -0.915 -1.220 -0.812 2.042 0.338 0.708 $hbox 0 "ValveBiped.Bip01_Neck1" 0.000 -3.746 -1.238 4.167 0.000 1.238 $hbox 0 "ValveBiped.Bip01_Head1" -5.776 -3.877 -3.714 6.595 5.891 3.581 $hbox 0 "ValveBiped.Bip01_L_Thigh" -1.242 -6.819 -5.129 24.715 4.707 5.298 $hbox 0 "ValveBiped.Bip01_L_Calf" -3.602 -6.602 -5.757 19.676 5.381 4.371 $hbox 0 "ValveBiped.Bip01_L_Foot" -3.924 -5.726 -3.961 8.645 4.838 3.033 $hbox 0 "ValveBiped.Bip01_L_Toe0" -5.357 -1.478 -3.941 5.724 4.025 1.726 $hbox 0 "ValveBiped.Bip01_R_Thigh" -1.242 -6.819 -5.951 25.436 4.707 5.015 $hbox 0 "ValveBiped.Bip01_R_Calf" -3.629 -6.602 -4.370 19.677 5.381 5.603 $hbox 0 "ValveBiped.Bip01_R_Foot" -3.923 -5.726 -3.034 8.644 4.832 3.961 $hbox 0 "ValveBiped.Bip01_R_Toe0" -5.362 -1.477 -1.726 5.724 4.026 3.941 // Model uses material "barneyface.vmt" // Model uses material "metrocop_sheet.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "bmouth.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "pupil_r.vmt" // Model uses material "glint.vmt" // Model uses material "pupil_l.vmt" $attachment "eyes" "ValveBiped.Bip01_Head1" 2.61 8.30 0.00 rotate -0.03 90.01 90.00 $includemodel "barney_animations.mdl" $includemodel "humans/male_shared.mdl" $includemodel "barney_postures.mdl" $includemodel "barney_gestures.mdl" $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 $illumposition -0.165 0.028 35.329 $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 $collisionjoints "phymodel.smd" { $mass 90.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1" $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 } [/code] [b]Henry Townshend:[/b] Eyes from EP1, i think. I took head from this pack: [url]http://www.garrysmod.org/downloads/?a=view&id=45385[/url]
Better run the eye values trough QC eyes again, to get the absolute values for the eyes attachment as the mouth one. A different question - did you move the the head at all when making the hack?
[quote]did you move the the head at all when making the hack?[/quote] Yes.
That is the problem - if you want to retain eye and faceposing the head mesh must stay in the same position. Eyeposing can be fixed by remaking it (qc_eyes in the sdk is best for this) but faceposing is essentially bust. So my tips - delete all those hitbox entries get the correct values from QC_eyes.exe (right eye, left eye, attachment eyes, attachment mouth) As a last thing, for best results it's to have an empty flex file with a blank flex, eyeposing sometimes refuses to work otherwise.
Thanks for help, I'll try.
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