All right, I have tried everything that I can think of which is not saying much.... I was able to compile my ragdoll of Conan with the help of a friend. We got him in the game and as a ragdoll as well. However, I am apparently a glutton for punishment as I have undertaken face posing. I feel I have gotten most of it correct, but there are a few issues I am having. This is my .qc file.
[QUOTE]$modelname "Conan/Conan.mdl"
$scale 1.6
$opaque
$surfaceprop "flesh"
$cdmaterials "Conan"
$model Conan "Conan.smd"{
flexfile "Smile.vta" {
flex "Smile" frame 10
flexcontroller "phoneme" "Smile" "range" 0 1
%Smile = Smile
{
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1
$definebone "Neck" "" 1.428298 4.812156 5.166931 -84.172998 -99.180543 4.241779 -0.000000 0.000000 0.000000 -0.000000 0.000000 0.000001
$definebone "Left bicep" "Neck" 0.653687 3.172103 0.861530 5.146765 89.404391 -1.800520 -0.000000 0.000000 0.000000 -0.000000 -0.000000 0.000000
$definebone "leftforearm" "Left bicep" 4.283100 0.000000 0.000001 -3.087155 0.947329 -0.419862 0.000000 0.000000 0.000000 -0.000000 0.000000 0.000001
$definebone "lefthand" "leftforearm" 4.223343 0.000000 0.000000 5.083914 3.370827 0.143756 0.000000 0.000000 0.000000 0.000003 0.000001 0.000000
$definebone "Body" "Neck" -7.100945 -0.007969 -0.440134 -3.546781 0.064286 7.442838 0.000000 0.000000 0.000000 -0.000001 -0.000000 0.000001
$definebone "Rightthigh" "Body" -0.327547 -1.437981 0.600800 1.860797 179.046786 -0.030884 0.000000 0.000000 0.000000 0.000001 0.000000 -0.000001
$definebone "Rightknee" "Rightthigh" 3.941499 0.000000 -0.000000 0.000002 0.283901 -0.000001 0.000000 0.000000 0.000000 0.000001 0.000000 -0.000001
$definebone "Right Bicep" "Neck" 0.772570 -2.947198 0.071022 7.767189 -89.708976 4.139049 0.000000 0.000000 0.000000 -0.000001 0.000000 0.000000
$definebone "Rightforearm" "Right Bicep" 4.359026 0.000000 0.000000 -1.736809 -1.371489 -0.322058 0.000000 0.000000 0.000000 -0.000000 0.000000 0.000001
$definebone "Right hand" "Rightforearm" 4.630437 -0.000000 -0.000000 1.092917 -2.537057 0.090873 0.000000 0.000000 0.000000 -0.000001 0.000000 0.000001
$definebone "Leftthigh" "Body" -0.478152 1.640628 0.595905 1.860912 -179.266349 0.023318 0.000000 0.000000 0.000000 0.000001 -0.000000 -0.000001
$definebone "Leftknee" "Leftthigh" 3.654363 0.000000 -0.000000 0.000002 -1.803213 0.000514 -0.000000 0.000000 0.000000 0.000001 -0.000000 -0.000000
$definebone "Leftshoe" "Leftknee" 3.941502 0.000000 0.000000 0.000002 0.000000 -0.000000 0.000001 0.000000 0.000000 0.000001 -0.000000 -0.000000
$definebone "rightshoe" "Rightknee" 3.846489 0.000001 0.000000 0.000002 3.341146 -0.000001 0.000000 0.000000 0.000000 0.000001 0.000000 -0.000001
$definebone "Head" "Neck" 3.361126 0.021614 0.153431 -2.386885 -0.732813 11.666683 0.000000 0.000000 0.000000 -0.000000 -0.000000 0.000000
$hierarchy "Left bicep" "Neck"
$hierarchy "leftforearm" "Left bicep"
$hierarchy "lefthand" "leftforearm"
$hierarchy "Body" "Neck"
$hierarchy "Rightthigh" "Body"
$hierarchy "Rightknee" "Rightthigh"
$hierarchy "Right Bicep" "Neck"
$hierarchy "Rightforearm" "Right Bicep"
$hierarchy "Right hand" "Rightforearm"
$hierarchy "Leftthigh" "Body"
$hierarchy "Leftknee" "Leftthigh"
$hierarchy "Leftshoe" "Leftknee"
$hierarchy "rightshoe" "Rightknee"
$hierarchy "Head" "Neck"
$ikchain rhand "Right hand" knee 0.707 0.707 0.000
$ikchain lhand "lefthand" knee 0.707 0.707 0.000
$ikchain rfoot "rightshoe" 0.707 -0.717 0.000
$ikchain lfoot "Leftshoe" 0.707 -0.717 0.000
$collisionjoints "Conanphys.smd" {
$mass 80.0
$inertia 2.00
$damping 0.01
$rotdamping 1.00
$rootbone "Neck"
$jointconstrain "Right Bicep" x limit -25.00 45.00 0.20
$jointconstrain "Right Bicep" y limit -26.00 110.00 0.20
$jointconstrain "Right Bicep" z limit -95.00 55.00 0.20
$jointconstrain "Left bicep" x limit -45.00 25.00 0.20
$jointconstrain "Left bicep" y limit -26.00 110.00 0.20
$jointconstrain "Left bicep" z limit -75.00 90.00 0.20
$jointconstrain "leftforearm" x limit -50.00 30.00 0.20
$jointconstrain "leftforearm" y limit 0.00 105.00 0.00
$jointconstrain "leftforearm" z limit 0.00 100.00 0.20
$jointconstrain "lefthand" x limit -70.00 50.00 0.20
$jointconstrain "lefthand" y limit -20.00 20.00 0.20
$jointconstrain "lefthand" z limit -80.00 60.00 0.20
$jointconstrain "Rightforearm" x limit -25.00 50.00 0.00
$jointconstrain "Rightforearm" y limit 0.00 105.00 0.00
$jointconstrain "Rightforearm" z limit -100.00 1.00 0.20
$jointconstrain "Right hand" x limit -50.00 70.00 0.20
$jointconstrain "Right hand" y limit -20.00 20.00 0.20
$jointconstrain "Right hand" z limit -66.00 88.00 0.20
$jointconstrain "Rightthigh" x limit -37.00 48.00 0.20
$jointconstrain "Rightthigh" y limit -46.00 70.00 0.20
$jointconstrain "Rightthigh" z limit -28.00 65.00 0.20
$jointconstrain "Rightknee" x limit -12.00 12.00 0.00
$jointconstrain "Rightknee" y limit -90.00 0.00 0.00
$jointconstrain "Rightknee" z limit -12.00 12.00 0.20
$jointconstrain "Head" x limit -61.00 61.00 0.20
$jointconstrain "Head" y limit -44.00 44.00 0.20
$jointconstrain "Head" z limit -44.00 44.00 0.20
$jointconstrain "Body" x limit -0.00 0.00 0.00
$jointconstrain "Body" y limit -0.00 0.00 0.00
$jointconstrain "Body" z limit -0.00 0.00 0.00
$jointconstrain "Leftthigh" x limit -37.00 48.00 0.20
$jointconstrain "Leftthigh" y limit -46.00 70.00 0.20
$jointconstrain "Leftthigh" z limit -84.00 66.00 0.20
$jointconstrain "Leftknee" x limit -12.00 12.00 0.00
$jointconstrain "Leftknee" y limit -90.00 0.00 0.00
$jointconstrain "Leftknee" z limit -12.00 12.00 0.20
$jointconstrain "Leftshoe" x limit -23.00 23.00 0.20
$jointconstrain "Leftshoe" y limit -28.00 20.00 0.20
$jointconstrain "Leftshoe" z limit -12.00 12.00 0.20
$jointconstrain "rightshoe" x limit -23.00 23.00 0.20
$jointconstrain "rightshoe" y limit -23.00 20.00 0.20
$jointconstrain "rightshoe" z limit -12.00 12.00 0.20
}
$texturegroup "Conan_skins"
{
{ "rig_by_yuniwii" }
{ "gombolori.net" }
{ "tangan" }
{ "spatu" }
{ "mripat" }
{ "glasses" }
}[/QUOTE]
I have been able to compile a working ragdoll until I add the flex files. I have only added one, seeing as I want to test it. When I add the flex files, I get an error at first stating that there is a bad command: flexfile. When I had a bracket to the model name at the end, it starts to compile. It even adds the flexfiles, however it then states that $sequence is not a model option and it stops compiling. Am I misplacing flexfiles? Or brackets? Any help at all would be greatly appreciated.
There's no closing bracket for the $model part, and within that there's no closing bracket for the $flexfile section. There's a random opening bracket above the first $sequence.
Should be something like this:
[CODE]$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
flexcontroller "phoneme" "Smile" "range" 0 1
%Smile = Smile
}
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1[/CODE]
[QUOTE=arby26;38890804]There's no closing bracket for the $model part, and within that there's no closing bracket for the $flexfile section. There's a random opening bracket above the first $sequence.
Should be something like this:
[CODE]$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
flexcontroller "phoneme" "Smile" "range" 0 1
%Smile = Smile
}
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1[/CODE][/QUOTE]
All right, I am trying that out now. I did get something that compiled so I am gonna check it out. Thank you very much for the help ^^
Okay, I got it compiled and it is small (But I can deal with that later) and I have a new issue. When the first one worked, I added more flexes. Now I am getting new issues. This is my qc as of right now.
[QUOTE]$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
flexcontroller "phoneme" "Smile" "range" 0 1
%Smile = Smile
}
flexfile "Yelling.vta" {
flex "Yelling" frame 10
flexcontroller "phoneme" "Yelling" "range" 0 1
%Yelling = Yelling
}
flexfile "Smirk.vta" {
flex "Smirk" frame 10
flexcontroller "phoneme" "Smirk" "range" 0 1
%Smirk = Smirk
}
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1[/QUOTE]
When I compile this I get an access error. However, when I remove the smirk flex file it does compile. There is a problem though. Within Gmod, Smile is the only flex that works, yelling does not work. Does anyone have any suggestions?
The smirk.vta might not be exported right. See what happens when re-importing the smd and vta in an empty scene.
Also try the model in Source SDK model viewer. GMod's face poser does strange things to my models (mismatching names of sliders, sliders that do nothing) when expressions work fine in model viewer and SFM.
I cannot import VTA's back into the game. I have been looking for a VTA importer, and I use 3ds max 2012. I have not had any luck yet.
However, you were right. They are acting correctly within Source SDK. So Gmod is just messing it up.
I tried re-exporting smirk and had no luck. I have been using the same method as smile and yelling so admittedly I am not sure.
Seeing as I could not get smirk back into 3ds max, I tried replacing it where Smile was originally within the .qc file. Just as a test for the file itself. I compiled it, and it worked. So the excess error is not something wrong with the file itself.
It is something wrong with adding a third expression to the file itself. Whenever I add a third flexfile, I get the exception error regardless of what file it is. Even if it worked previously. Now I am confused, does anyone have any suggestions? Would changing the animation frame work? I used 10 for them all, but would changing that help? Is there something in the .qc I can change? Any help at all would be appreciated.
[editline]20th December 2012[/editline]
Seeing as I could not get smirk back into 3ds max, I tried replacing it where Smile was originally within the .qc file. Just as a test for the file itself. I compiled it, and it worked. So the excess error is not something wrong with the file itself.
This is the error I get as soon as I hit the third flex file, regardless of what file it is: ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
This is my .qc as of right now: [QUOTE]$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
flexcontroller "phoneme" "Smile" "range" 0 1
%Smile = Smile
}
{
flexfile "Yelling.vta" {
flex "Yelling" frame 10
flexcontroller "phoneme" "Yelling" "range" 0 1
%Yelling = Yelling
}
flexfile "Smirk.vta" {
flex "Smirk" frame 10
flexcontroller "phoneme" "Smirk" "range" 0 1
%Smirk = Smirk
}
{
flexfile "SlightFrown.vta" {
flex "SlightFrown" frame 10
flexcontroller "phoneme" "SlightFrown" "range" 0 1
%SlightFrown = SlightFrown
}
}[/QUOTE]
It is something wrong with adding a third expression to the file itself. Whenever I add a third flexfile, I get the exception error regardless of what file it is. Even if it worked previously. Now I am confused, does anyone have any suggestions? Would changing the animation frame work? I used 10 for them all, but would changing that help? Is there something in the .qc I can change? Any help at all would be appreciated.
I've never seen anyone include multiple VTA files in one QC. Normally you export all of your shapes to the same one. Could that be the problem?
[QUOTE=Varsity;38905416]I've never seen anyone include multiple VTA files in one QC. Normally you export all of your shapes to the same one. Could that be the problem?[/QUOTE]
Nah it's blender's fault.
And you can include multiple vta's without issue like on this.
[code]
$cd "$cd "C:\Users\Petra\Desktop\angels\med"
$modelname "kit\angels\med.mdl"
$model "Liandri Angel" "../shared/head_M.smd" {
eyeball righteye "ValveBiped.Bip01_Head1" -1.3 -1.70 65.58 "eyeball_r" 1.00 4 "pupil_r" 0.63
eyeball lefteye "ValveBiped.Bip01_Head1" 0.9 -1.70 65.58 "eyeball_l" 1.00 -4 "pupil_l" 0.63
//eyelid upper_right "fl\01_05_med" lowerer 1 -0.22 neutral 0 0.18 raiser 2 0.31 split 0.1 eyeball righteye
//eyelid lower_right "fl\01_05_med" lowerer 3 -0.33 neutral 0 -0.21 raiser 4 -0.06 split 0.1 eyeball righteye
//eyelid upper_left "fl\01_05_med" lowerer 1 -0.22 neutral 0 0.18 raiser 2 0.31 split -0.1 eyeball lefteye
//eyelid lower_left "fl\01_05_med" lowerer 3 -0.33 neutral 0 -0.21 raiser 4 -0.06 split -0.1 eyeball lefteye
mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination
flexfile "fl\01_05_med" {
$include "fl\standard_flex_01_05.qci"
}
flexfile "fl\06_med" {
$include "fl\standard_flex_06.QCI"
}
flexfile "fl\07_15_med" {
$include "fl\standard_flex_07_15.qci"
}
flexfile "fl\16_med" {
$include "fl\standard_flex_16.qci"
}
flexfile "fl\17_34_med" {
$include "fl\standard_flex_17_34.qci"
}
$include "fl/facerules_xsi.qci"
}
$attachment "eyes" "ValveBiped.Bip01_Head1" -0.8 -1.70 65.58 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$mostlyopaque
$cdmaterials "Models\kit\angels\med"
$cdmaterials "Models\kit\angels\shared"
$bodygroup head
{
studio med_ref.smd
}
// Model uses material "Fassassin_sheet.vmt"
// Model uses material "fmouth.vmt"
// Model uses material "jessica_head_skin_d.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "hair_bits.vmt"
// Model uses material "pupil_r.vmt"
// Model uses material "glint.vmt"
// Model uses material "pupil_l.vmt"
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 0.00 rotate -0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 0.00 rotate -0.00 0.00 -0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 0.00 rotate -0.00 -0.00 -0.00
$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
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "combine_soldier_anims.mdl"
$surfaceprop "flesh"
$eyeposition 0.065 -0.000 65.127
$illumposition -0.144 0.043 34.730
$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 60.0
$inertia 5.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointmerge "ValveBiped.Bip01_R_Hanger" "valvebiped.bip01_r_thigh"
$jointconstrain "valvebiped.bip01_r_thigh" x limit -59.00 61.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -53.00 86.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 73.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -8.00 8.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 149.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" x limit -59.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -64.00 84.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 96.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -6.00 6.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 149.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit -39.00 23.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -61.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -66.00 87.00 0.00
$jointconstrain "valvebiped.bip01_spine2" x limit -84.00 102.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -55.00 55.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -68.00 70.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -68.00 151.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -171.00 126.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit -50.00 50.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit -70.00 19.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 -3.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -57.00 57.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 93.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit -44.00 32.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit -12.00 48.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -84.00 8.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -91.00 115.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -66.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -79.00 82.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -86.00 108.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -55.00 79.00 0.00
$jointconstrain "jiggle2" x limit -21.00 21.00 0.00
$jointconstrain "jiggle2" y limit -57.00 57.00 0.00
$jointconstrain "jiggle2" z limit -86.00 86.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -95.00 124.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -66.00 61.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -64.00 91.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -48.00 64.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -68.00 88.00 0.00
}
[/code]
I'd prefer to personally see if the the OP would post the actual VTA. My guess is that the issue is on those.
[QUOTE=Varsity;38905416]I've never seen anyone include multiple VTA files in one QC. Normally you export all of your shapes to the same one. Could that be the problem?[/QUOTE]
Not the same .qc? Hmm, how would a person go about compiling two for the same model if I may ask?
[editline]20th December 2012[/editline]
[QUOTE=wraithcat;38907438]Nah it's blender's fault.
And you can include multiple vta's without issue like on this.
[code]
$cd "$cd "C:\Users\Petra\Desktop\angels\med"
$modelname "kit\angels\med.mdl"
$model "Liandri Angel" "../shared/head_M.smd" {
eyeball righteye "ValveBiped.Bip01_Head1" -1.3 -1.70 65.58 "eyeball_r" 1.00 4 "pupil_r" 0.63
eyeball lefteye "ValveBiped.Bip01_Head1" 0.9 -1.70 65.58 "eyeball_l" 1.00 -4 "pupil_l" 0.63
//eyelid upper_right "fl\01_05_med" lowerer 1 -0.22 neutral 0 0.18 raiser 2 0.31 split 0.1 eyeball righteye
//eyelid lower_right "fl\01_05_med" lowerer 3 -0.33 neutral 0 -0.21 raiser 4 -0.06 split 0.1 eyeball righteye
//eyelid upper_left "fl\01_05_med" lowerer 1 -0.22 neutral 0 0.18 raiser 2 0.31 split -0.1 eyeball lefteye
//eyelid lower_left "fl\01_05_med" lowerer 3 -0.33 neutral 0 -0.21 raiser 4 -0.06 split -0.1 eyeball lefteye
mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination
flexfile "fl\01_05_med" {
$include "fl\standard_flex_01_05.qci"
}
flexfile "fl\06_med" {
$include "fl\standard_flex_06.QCI"
}
flexfile "fl\07_15_med" {
$include "fl\standard_flex_07_15.qci"
}
flexfile "fl\16_med" {
$include "fl\standard_flex_16.qci"
}
flexfile "fl\17_34_med" {
$include "fl\standard_flex_17_34.qci"
}
$include "fl/facerules_xsi.qci"
}
$attachment "eyes" "ValveBiped.Bip01_Head1" -0.8 -1.70 65.58 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$mostlyopaque
$cdmaterials "Models\kit\angels\med"
$cdmaterials "Models\kit\angels\shared"
$bodygroup head
{
studio med_ref.smd
}
// Model uses material "Fassassin_sheet.vmt"
// Model uses material "fmouth.vmt"
// Model uses material "jessica_head_skin_d.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "eyeball_l.vmt"
// Model uses material "hair_bits.vmt"
// Model uses material "pupil_r.vmt"
// Model uses material "glint.vmt"
// Model uses material "pupil_l.vmt"
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 0.00 rotate -0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 0.00 rotate -0.00 0.00 -0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 0.00 rotate -0.00 -0.00 -0.00
$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
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "combine_soldier_anims.mdl"
$surfaceprop "flesh"
$eyeposition 0.065 -0.000 65.127
$illumposition -0.144 0.043 34.730
$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 60.0
$inertia 5.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointmerge "ValveBiped.Bip01_R_Hanger" "valvebiped.bip01_r_thigh"
$jointconstrain "valvebiped.bip01_r_thigh" x limit -59.00 61.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -53.00 86.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 73.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -8.00 8.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 149.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" x limit -59.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -64.00 84.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 96.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -6.00 6.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 149.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit -39.00 23.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -61.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -66.00 87.00 0.00
$jointconstrain "valvebiped.bip01_spine2" x limit -84.00 102.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -55.00 55.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -68.00 70.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -68.00 151.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -171.00 126.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit -50.00 50.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit -70.00 19.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 -3.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -57.00 57.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 93.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit -44.00 32.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit -12.00 48.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -84.00 8.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -91.00 115.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -66.00 61.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -79.00 82.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -86.00 108.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -55.00 79.00 0.00
$jointconstrain "jiggle2" x limit -21.00 21.00 0.00
$jointconstrain "jiggle2" y limit -57.00 57.00 0.00
$jointconstrain "jiggle2" z limit -86.00 86.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -95.00 124.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -66.00 61.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -64.00 91.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -48.00 64.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -68.00 88.00 0.00
}
[/code]
I'd prefer to personally see if the the OP would post the actual VTA. My guess is that the issue is on those.[/QUOTE]
Hmm, might have to look into that... but the .qci files are confusing. Also the include command. That and I use 3ds max 2012, with wunderboy's exporter, but I am not sure if that is the best rig... The VTA's may be the problem I suppose. However, I have gotten two working, it is just when I add the third it is an issue. Then again I am a complete novice at this and have learned that one thing can work great and everything else can fail. Original VTA's may be postable, but I am working with another to get this done. I would have to speak with them as well.
Ah sorry about the QCI thing, I just grabbed my first QC I know that I had with multiple VTAs. Basically QCI means QC included in a sense.
And what the include command does, is read the QCI and put it directly into the QC during compile.
SO when you have for instance a QC with
[code]
$model xyz
$include included.qci
$another line of code
[/code]
and the included.qci has
[code]
$this is totally an extra line of code
$yes you are right, this an totally an extra line of code
[/code]
During compile you'd essentially get
[code]
$model xyz
$this is totally an extra line of code
$yes you are right, this an totally an extra line of code
$another line of code
[/code]
Here for reference is
standard_flex_17_34.qci
[code]
//defaultflex frame 20 // baseline mouth closed expression
//flex "AU42" frame 5 // eyes half_closed
//
////flexpair "AU1" 1 frame 6 // brow inner_raiser
//flexpair "AU2" 1.5 frame 1 // brow outer_raiser
//flexpair "AU4" 1.5 frame 2 // brow lowerer
//flexpair "AU1AU2" 1.5 frame 3 // brow brow_raiser
////
//flexpair "AU12" 1.0 frame 4 position 0.5 // mouth corner_puller
//flexpair "AU12" 1.0 frame 5 position 1.0 // mouth
//flex "AU12AU25" frame 6 // mouth open_mouth_smile
////
//flexpair "AU15" 1.0 frame 7 // mouth corner_depressor
//flexpair "AU17" 1.0 frame 8 // mouth chin_raiser
////
//flexpair "AU10" 1.0 frame 9 // mouth upper_raiser
//flex "AU10SL" frame 1 // mouth snear_left
//flex "AU10SR" frame 1 // mouth snear_right
flex "AU16" frame 1 // mouth lower_lip_depressor
//
flexpair "AU6" 1.0 frame 2 // nose cheek_raiser
flexpair "AU9" 1.0 frame 3 // nose wrinkler
//
flexpair "AU25" 1.0 frame 4 // phoneme part
flexpair "AU18" 1.0 frame 5 position 0.8 // phoneme puckerer
flexpair "AU18" 1.0 frame 6 position 1.0 // phoneme puckerer
flexpair "AU22" 1.0 frame 7 // phoneme funneler
flexpair "AU20" 1.0 frame 8 // phoneme stretcher
flex "AU32" frame 9 // phoneme bite
flex "AU24" frame 10 // phoneme presser
//
flex "AU38" frame 11 // nose dilator
//
flex "AU31" frame 12 // phoneme jaw_clencher
flexpair "AU26" 1.5 frame 13 // phoneme jaw_dropped
flexpair "AU27" 1.5 frame 14 // phoneme mouth_stretch
//
flexpair "AU26Z" 1.5 frame 15 // phoneme jaw_dropped
flexpair "AU27Z" 1.5 frame 16 // phoneme mouth_stretch
//
//// flex "AU11" frame 00 // nose furrow_deepener
//// flex "AU13" frame 00 // mouth cheek_puffer
//
//
[/code]
Basically you use includes when you have a lot of models with very similar code groups. So instead of needing to enter it seperately into each and every model, you only run an include.
More stuff
Try writing your flexes instead like this
[code]$modelname "kit\angels\med.mdl"
$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
}
flexfile "Yelling.vta" {
flex "Yelling" frame 10
}
flexfile "Smirk.vta" {
flex "Smirk" frame 10
}
flexcontroller "phoneme" "Smile" "range" 0 1
flexcontroller "phoneme" "Yelling" "range" 0 1
flexcontroller "phoneme" "Smirk" "range" 0 1
%Smile = Smile
%Yelling = Yelling
%Smirk = Smirk
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1
[/code]
As to why yelling doesn't work in gmod - simple reason. Gmod is unable to read the last flex on user compiled models for some reason. Which is why all of us use a blank flex in the end.
Basically something like this.
[code]
$modelname "kit\angels\med.mdl"
$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
}
flexfile "Yelling.vta" {
flex "Yelling" frame 10
}
flexfile "Smirk.vta" {
flex "Smirk" frame 10
}
flexfile "Yelling.vta" {
flex "Blank" frame 10
}
flexcontroller "phoneme" "Smile" "range" 0 1
flexcontroller "phoneme" "Yelling" "range" 0 1
flexcontroller "phoneme" "Smirk" "range" 0 1
flexcontroller "phoneme "blank" "range" 0 1
%Smile = Smile
%Yelling = Yelling
%Smirk = Smirk
%blank = blank
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1
[/code]
But what is the exact error you get when you compile the QC wiith the smirt flex. You mention an access error?
Okay, I see. I will attempt to compile that. And the .qci does make sense now, thank you for explaining that to me ^^ I have been seeing it everywhere and it never made sense to me.
Previously when I have compiled the model with the smirk .VTA I got this error: ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
And despite the qc I just inputed with your help, I am still getting that error at the third flexfile.
I have tried placing smirk at the beginning of the file with only two flex files. It worked when I did this, so it was not the smirk .VTA itself. For some reason whenever I hit that third flexfile it stops and gives me that error. Also I am compiling with Episode 1 SDK version not orange box, I am not sure if that is a factor but I figured I should mention it.
This is my .qc at the moment.
[QUOTE]$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
}
flexfile "Yelling.vta" {
flex "Yelling" frame 10
}
flexfile "Smirk.vta" {
flex "Smirk" frame 10
}
flexfile "Blank.vta" {
flex "Blank" frame 10
}
flexcontroller "phoneme" "Smile" "range" 0 1
flexcontroller "phoneme" "Yelling" "range" 0 1
flexcontroller "phoneme" "Smirk" "range" 0 1
flexcontroller "phoneme" "Blank" "Range" 0 1
%Smile = Smile
%Yelling = Yelling
%Smirk = Smirk
%Blank = Blank
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1[/QUOTE]
Aha, exception access violation.
What happens when you make a new flex using one of the preexisting vta (like smile, or yelling) as a third one.
Also how complex is your model actually?
This is sadly a fairly broad error, that can mean countless of things - from bad weight paitning to too many vertices in bodygroups to a billion other things.
Yep, evil little things.
Use a preexisting vta? I made all my vta's on the same model, on the same key, on the same animation, because that is what a tutorial told me to do.
Fairly complex, What terms are we speaking in? Vertices? Polygons? I can get exact numbers or pictures.
[QUOTE=Conankun17;38908387]Yep, evil little things.
Use a preexisting vta? I made all my vta's on the same model, on the same key, on the same animation, because that is what a tutorial told me to do.
Fairly complex, What terms are we speaking in? Vertices? Polygons? I can get exact numbers or pictures.[/QUOTE]
Polies should be enough. As to prexisting vta.
I mean make 3 different flex frames all using the same vta.
basically
[code]
$model Conan "Conan.smd" {
flexfile "Smile.vta" {
flex "Smile" frame 10
}
flexfile "smile.vta" {
flex "Yelling" frame 10
}
flexfile "smile.vta" {
flex "Smirk" frame 10
}
flexfile "smile.vta" {
flex "Blank" frame 10
}
flexcontroller "phoneme" "Smile" "range" 0 1
flexcontroller "phoneme" "Yelling" "range" 0 1
flexcontroller "phoneme" "Smirk" "range" 0 1
flexcontroller "phoneme" "Blank" "Range" 0 1
%Smile = Smile
%Yelling = Yelling
%Smirk = Smirk
%Blank = Blank
}
$sequence ragdoll "Conanseq.smd" FPS 30 activity ACT_DIERAGDOLL 1
[/code]
Basically use the same vta, same frame for all, to see if you still hit the wall or not.
Polygon Count: 9,915.
Using the .qc that you supplied me, and using Smile as the same line, the preexisting .vta, I did not hit the wall this time, no errors and it finished compiling successfully. I will test it in source SDK momentarily.
Seems pretty okay actually. I'd recommend trying to remake the flex in question from scratch. Seems like it's creating issues.
Okay, I remade smile from scratch, deleted that morph channel before making another smile and added that to the morph channel where the old smile had been originally. I tried to compile this and I got the same error. Dammit... *headdesks*
I was unable to get it to compile...now I am very confused XD. Oh well, if you have any other suggestions I would be very glad to try them. If not, I may just have to start over...
I got it to compile and got passed the error. I had too many frames within the animation .vta file itself. Once I removed some frames and only included frames from the expressions itself, it all started working. Thanks for the help everyone.
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