• Ragdoll help
    13 replies, posted
I think i may have some how messed up somewhere on my bone or the qc. can some one check my model and fix it up for me. i am using MilkShape 3d 1.8.4 as my current modeling program. will provide download link when i can get it up on megaupload.
If you show the error message produced by StudioMDL or explain your problem in greater detail, I can almost certainly help you to resolve the problem without having to download anything.
[QUOTE=BabyFawnLegs;28355142]If you show the error message produced by StudioMDL or explain your problem in greater detail, I can almost certainly help you to resolve the problem without having to download anything.[/QUOTE] sorry i'm a noob at this well here is the error message Error downloading material: "mouth.tga" Error loading texture "eyeball_r.tga": could not open file [1290]. Error downloading material: "eyeball_r.tga"
I've never had that problem before. Maybe you could post the contents of your *.qc file?
[QUOTE=BabyFawnLegs;28357138]I've never had that problem before. Maybe you could post the contents of your *.qc file?[/QUOTE] here my .qc file contents $cd "C:\Users\JASON\Documents" $modelname "MKSE\SectorhArmor1.mdl" $model "studio" "StealthArmor.smd" $cdmaterials "models\MKSE\mSectormodel\" $hboxset "default" $hbox 0 "Bip01 Pelvis" -9.312 -5.083 -7.313 8.500 6.417 7.313 $hbox 0 "Bip01 L Thigh" -2.743 -5.022 -3.871 23.524 5.805 5.298 $hbox 0 "Bip01 L Calf" -2.888 -4.034 -2.938 17.024 3.393 2.928 $hbox 0 "Bip01 L Foot" -2.300 -2.598 -2.147 3.816 8.115 2.409 $hbox 0 "Bip01 L Toe0" -5.655 -0.366 -2.147 1.237 4.042 2.321 $hbox 0 "Bip01 R Thigh" -2.743 -5.022 -5.298 23.524 5.805 3.871 $hbox 0 "Bip01 R Calf" -2.888 -4.034 -2.928 17.024 3.393 2.938 $hbox 0 "Bip01 R Foot" -2.300 -2.598 -2.409 3.816 8.115 2.147 $hbox 0 "Bip01 R Toe0" -5.655 -0.366 -2.321 1.237 4.042 2.147 $hbox 0 "Bip01 Spine" -4.430 -7.037 -6.947 12.218 5.540 6.947 $hbox 0 "Bip01 Spine1" -5.394 -7.678 -7.680 12.087 5.423 7.681 $hbox 0 "Bip01 Spine2" -5.472 -6.717 -9.452 14.478 5.693 9.452 $hbox 0 "Bip01 L Clavicle" -1.974 -5.007 -6.320 10.491 6.163 5.465 $hbox 0 "Bip01 L UpperArm" -0.564 -3.142 -2.735 12.427 3.133 3.106 $hbox 0 "Bip01 L Forearm" -3.499 -2.823 -2.514 10.619 2.354 2.159 $hbox 0 "Bip01 L Hand" -0.684 -2.012 -3.173 6.098 2.103 1.953 $hbox 0 "Bip01 L Thumb1" -0.423 -1.060 -0.725 4.214 2.934 2.746 $hbox 0 "Bip01 L Thumb11" -0.535 -0.757 -0.604 2.228 0.841 1.309 $hbox 0 "Bip01 L Thumb12" -0.866 -0.678 -0.500 1.397 0.391 0.575 $hbox 0 "Bip01 L Finger1" -1.354 -0.762 -1.005 2.801 1.060 0.973 $hbox 0 "Bip01 L Finger11" -0.790 -0.528 -0.555 1.611 0.677 0.524 $hbox 0 "Bip01 L Finger2" -0.469 -0.550 -1.172 2.628 1.229 1.100 $hbox 0 "Bip01 L Finger3" -0.472 -0.672 -1.120 3.031 1.063 1.521 $hbox 0 "Bip01 L Finger31" -0.219 -0.505 -0.772 1.674 0.589 0.481 $hbox 0 "Bip01 L Finger4" -1.081 -0.517 -0.959 2.144 1.102 0.675 $hbox 0 "Bip01 L Finger41" -0.588 -0.512 -0.679 1.267 0.642 0.529 $hbox 0 "Bip01 L ForeTwist" 0.000 -2.615 -2.009 13.383 2.051 2.195 $hbox 0 "Bip01 LUpArmTwistBone" -3.483 -3.986 -3.718 10.454 3.253 3.318 $hbox 0 "Bip01 Neck1" -2.886 -4.827 -5.129 4.637 4.021 5.129 $hbox 0 "Bip01 Head" -2.895 -4.591 -3.793 9.180 5.694 3.793 $hbox 0 "Bip01 R Clavicle" -2.078 -5.007 -5.467 10.491 6.400 6.320 $hbox 0 "Bip01 R UpperArm" 0.000 -3.142 -3.105 12.427 3.133 2.735 $hbox 0 "Bip01 R Forearm" -2.884 -2.823 -2.159 10.619 2.354 2.514 $hbox 0 "Bip01 R ForeTwist" 0.000 -2.561 -2.213 13.363 2.107 1.989 $hbox 0 "Bip01 R Hand" -0.671 -1.988 -1.953 6.098 2.102 3.155 $hbox 0 "Bip01 R Thumb1" -0.405 -1.069 -2.740 4.213 2.934 0.726 $hbox 0 "Bip01 R Thumb11" -0.535 -0.757 -1.309 2.229 0.841 0.604 $hbox 0 "Bip01 R Thumb12" -0.866 -0.678 -0.575 1.397 0.391 0.500 $hbox 0 "Bip01 R Finger1" -1.354 -0.762 -0.974 2.801 1.060 1.005 $hbox 0 "Bip01 R Finger11" -0.790 -0.528 -0.524 1.611 0.677 0.555 $hbox 0 "Bip01 R Finger2" -0.469 -0.550 -1.101 2.628 1.229 1.171 $hbox 0 "Bip01 R Finger3" -0.472 -0.672 -1.521 3.051 1.063 1.094 $hbox 0 "Bip01 R Finger31" -0.219 -0.505 -0.481 1.673 0.589 0.772 $hbox 0 "Bip01 R Finger4" -1.081 -0.517 -0.675 2.144 1.102 0.958 $hbox 0 "Bip01 R Finger41" -0.583 -0.495 -0.529 1.265 0.634 0.679 $hbox 0 "Bip01 RUpArmTwistBone" -4.047 -3.965 -3.266 9.891 3.274 3.770 $surfaceprop "metal" $illumposition -2.420 0.850 33.726 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
I'm not sure what's going on with it, as I've never had this problem before and can't find any references of it. Are you using some kind of weird frontend for StudioMDL like StudioCompiler or something? If you want to host your *.qc and SMDs somewhere (like [b][url=http://filesmelt.com]here[/url][/b]) I'll take a look at them and then tell you what to do. Also, if you're making a ragdoll, that *.qc will not work until it's been amended to include collision and joint information. I can help you with that too, if you want =D
[QUOTE=BabyFawnLegs;28357680]I'm not sure what's going on with it, as I've never had this problem before and can't find any references of it. Are you using some kind of weird frontend for StudioMDL like StudioCompiler or something? If you want to host your *.qc and SMDs somewhere (like [b][url=http://filesmelt.com]here[/url][/b]) I'll take a look at them and then tell you what to do. Also, if you're making a ragdoll, that *.qc will not work until it's been amended to include collision and joint information. I can help you with that too, if you want =D[/QUOTE] thanx i just need you to check over it to see if every thing is all right. and if you could make the model into a ragdoll that would be great. here's the link: [url]http://filesmelt.com/dl/Hitsujimas_personal_skin.rar[/url]
Okay, I downloaded the files, fed the *.qc through StudioMDL and it compiled without any errors! There are a few problems going on here, though and the key to resolving them here will be good communication. Firstly, where did you see those error messages you posted? Also, if you decompiled two models to get the parts that you're hacking together, you have to use the *.qc from the model that had the eyes and face flexes. That *.qc should, also, already include the collision and joint information. Here's an example of a good workflow for hacking two models that use different skeletons together; 1: Create a folder for all of your modelling projects (C:\Models\) 2: Create a subfolder for your project (C:\Models\MyModel\) 3: Create two subfolders in \MyModel\ for both the head and body that you intend to merge (C:\Models\MyModel\Head\) & (C:\Models\MyModel\Body\) 4: Decompile the model that you intend to use the head from to \Head\ and the body you intend to use to \Body\ (This will preserve both *.qc files) 5: Import the body into your modelling program and remove the head vertices (if you're using 3ds Max, you can select the model and pick 'Editable Mesh' from the modifiers list on the right). 6: Export the now-headless body to C:\Models\MyModel\mybody.smd 7: Import the model with the desired head into your program and remove the body vertices in a similar manner. Remove the body bones as well, then import mybody.smd to merge it with the scene. 8: Link the head and/or neck bones that you didn't delete to the appropriate bones on the newly-imported body and skeleton, then export to C:\Models\MyModel\MyModel.smd 9: Copy the *.qc file from C:\Models\MyModel\Head\ to C:\Models\Mymodel\, open it and amend the appropriate lines. (Change the $cd line from C:\Models\MyModel\Head\ to C:\Models\MyModel\, adjust the $modelname line the specify the name of your new model and adjust the $cdmaterials line(s) to look the models materials in the appropriate place(s)) 10: Change the names of the bones in the $collisionjoints area to match the names of the ones of the body model you imported. 11: Compile the *.qc by dragging it onto the studiomdl.exe icon located in \sourcesdk\orangebox\bin\ Hopefully that will give you a little more insight into the process.
[QUOTE=BabyFawnLegs;28358185]Okay, I downloaded the files, fed the *.qc through StudioMDL and it compiled without any errors! There are a few problems going on here, though and the key to resolving them here will be good communication. Firstly, where did you see those error messages you posted? Also, if you decompiled two models to get the parts that you're hacking together, you have to use the *.qc from the model that had the eyes and face flexes. That *.qc should, also, already include the collision and joint information. Here's an example of a good workflow for hacking two models that use different skeletons together; 1: Create a folder for all of your modelling projects (C:\Models\) 2: Create a subfolder for your project (C:\Models\MyModel\) 3: Create two subfolders in \MyModel\ for both the head and body that you intend to merge (C:\Models\MyModel\Head\) & (C:\Models\MyModel\Body\) 4: Decompile the model that you intend to use the head from to \Head\ and the body you intend to use to \Body\ (This will preserve both *.qc files) 5: Import the body into your modelling program and remove the head vertices (if you're using 3ds Max, you can select the model and pick 'Editable Mesh' from the modifiers list on the right). 6: Export the now-headless body to C:\Models\MyModel\mybody.smd 7: Import the model with the desired head into your program and remove the body vertices in a similar manner. Remove the body bones as well, then import mybody.smd to merge it with the scene. 8: Link the head and/or neck bones that you didn't delete to the appropriate bones on the newly-imported body and skeleton, then export to C:\Models\MyModel\MyModel.smd 9: Copy the *.qc file from C:\Models\MyModel\Head\ to C:\Models\Mymodel\, open it and amend the appropriate lines. (Change the $cd line from C:\Models\MyModel\Head\ to C:\Models\MyModel\, adjust the $modelname line the specify the name of your new model and adjust the $cdmaterials line(s) to look the models materials in the appropriate place(s)) 10: Change the names of the bones in the $collisionjoints area to match the names of the ones of the body model you imported. 11: Compile the *.qc by dragging it onto the studiomdl.exe icon located in \sourcesdk\orangebox\bin\ Hopefully that will give you a little more insight into the process.[/QUOTE] thank you for the insight you're really helpful :D
[QUOTE=Hitsujima;28369120]thank you for the insight you're really helpful :D[/QUOTE] No problem. I'm happy to help! If you have any more questions or need any more help, I'll be right here.
[QUOTE=BabyFawnLegs;28369447]No problem. I'm happy to help! If you have any more questions or need any more help, I'll be right here.[/QUOTE] i have a few problems with some of the your instruction. (7: Import the model with the desired head into your program and remove the body vertices in a similar manner. Remove the body bones as well, then import mybody.smd to merge it with the scene.) i imported the head model into my program and removed the body vertices but am i removing the bone from the bodie that i want to use? when i dragged the file to studio.mdl.exe it said some error message in yellow in the DOS black box. here my .qc file for you to check $cd "C:\Models\My Models\ $modelname "Humans\Dimitri\male_09.mdl" $model "male_09" "male_09_reference.smd" { flexfile "mdldecompiler_expressions.vta" { flex "upper_right" frame 2 flex "lower_right" frame 4 flex "upper_left" frame 6 flex "lower_left" frame 8 flex "AU42" frame 9 flexpair "AU1" 1.0 frame 10 flexpair "AU2" 1.0 frame 11 flexpair "AU4" 1.0 frame 12 flexpair "AU1AU2" 1.0 frame 13 flexpair "AU12" 1.0 frame 14 flex "AU12AU25" frame 15 flexpair "AU15" 1.0 frame 16 flexpair "AU17" 1.0 frame 17 flexpair "AU10" 1.0 frame 18 flex "AU16" frame 19 flexpair "AU6" 1.0 frame 20 flexpair "AU9" 1.0 frame 21 flexpair "AU25" 1.0 frame 22 flexpair "AU18" 1.0 frame 23 flexpair "AU22" 1.0 frame 24 flexpair "AU20" 1.0 frame 25 flex "AU32" frame 26 flex "AU24" frame 27 flex "AU38" frame 28 flex "AU31" frame 29 flexpair "AU26" 1.0 frame 30 flexpair "AU27" 1.0 frame 31 flexpair "AU26Z" 1.0 frame 32 flexpair "AU27Z" 1.0 frame 33 } eyeball righteye ValveBiped.Bip01_Head1 -1.298 -3.605 67.682 eyeball_r 1.000 4.000 grn_pupil_r 0.660 eyeball lefteye ValveBiped.Bip01_Head1 1.287 -3.605 67.663 eyeball_l 1.000 -4.000 grn_pupil_l 0.660 eyelid upper_right "mdldecompiler_expressions.vta" lowerer 2 -0.218500 neutral 0 0.166800 raiser 2 0.265000 split 0.1 eyeball righteye eyelid lower_right "mdldecompiler_expressions.vta" lowerer 4 -0.301000 neutral 0 -0.211900 raiser 4 -0.040300 split 0.1 eyeball righteye eyelid upper_left "mdldecompiler_expressions.vta" lowerer 6 -0.218500 neutral 0 0.166800 raiser 6 0.265000 split -0.1 eyeball lefteye eyelid lower_left "mdldecompiler_expressions.vta" lowerer 8 -0.301000 neutral 0 -0.211900 raiser 8 -0.040300 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller eyelid right_lid_raiser "range" 0.000 1.000 flexcontroller eyelid left_lid_raiser "range" 0.000 1.000 flexcontroller eyelid right_lid_tightener "range" 0.000 1.000 flexcontroller eyelid left_lid_tightener "range" 0.000 1.000 flexcontroller eyelid right_lid_droop "range" 0.000 1.000 flexcontroller eyelid left_lid_droop "range" 0.000 1.000 flexcontroller eyelid right_lid_closer "range" 0.000 1.000 flexcontroller eyelid left_lid_closer "range" 0.000 1.000 flexcontroller eyelid half_closed "range" 0.000 1.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller brow right_inner_raiser "range" 0.000 1.000 flexcontroller brow left_inner_raiser "range" 0.000 1.000 flexcontroller brow right_outer_raiser "range" 0.000 1.000 flexcontroller brow left_outer_raiser "range" 0.000 1.000 flexcontroller brow right_lowerer "range" 0.000 1.000 flexcontroller brow left_lowerer "range" 0.000 1.000 flexcontroller nose right_cheek_raiser "range" 0.000 1.000 flexcontroller nose left_cheek_raiser "range" 0.000 1.000 flexcontroller nose wrinkler "range" 0.000 1.000 flexcontroller nose dilator "range" 0.000 1.000 flexcontroller mouth right_upper_raiser "range" 0.000 1.000 flexcontroller mouth left_upper_raiser "range" 0.000 1.000 flexcontroller mouth right_corner_puller "range" 0.000 1.000 flexcontroller mouth left_corner_puller "range" 0.000 1.000 flexcontroller mouth right_corner_depressor "range" 0.000 1.000 flexcontroller mouth left_corner_depressor "range" 0.000 1.000 flexcontroller mouth chin_raiser "range" 0.000 1.000 flexcontroller phoneme right_part "range" 0.000 1.000 flexcontroller phoneme left_part "range" 0.000 1.000 flexcontroller phoneme right_puckerer "range" 0.000 1.000 flexcontroller phoneme left_puckerer "range" 0.000 1.000 flexcontroller phoneme right_funneler "range" 0.000 1.000 flexcontroller phoneme left_funneler "range" 0.000 1.000 flexcontroller phoneme right_stretcher "range" 0.000 1.000 flexcontroller phoneme left_stretcher "range" 0.000 1.000 flexcontroller phoneme bite "range" 0.000 1.000 flexcontroller phoneme presser "range" 0.000 1.000 flexcontroller phoneme tightener "range" 0.000 1.000 flexcontroller phoneme jaw_clencher "range" 0.000 1.000 flexcontroller phoneme jaw_drop "range" 0.000 1.000 flexcontroller phoneme right_mouth_drop "range" 0.000 1.000 flexcontroller phoneme left_mouth_drop "range" 0.000 1.000 flexcontroller mouth smile "range" 0.000 1.000 flexcontroller mouth lower_lip "range" 0.000 1.000 flexcontroller head head_rightleft "range" -30.000 30.000 flexcontroller head head_updown "range" -15.000 15.000 flexcontroller head head_tilt "range" -15.000 15.000 flexcontroller eyes eyes_updown "range" -30.000 30.000 flexcontroller eyes eyes_rightleft "range" -30.000 30.000 flexcontroller body body_rightleft "range" -30.000 30.000 flexcontroller chest chest_rightleft "range" -30.000 30.000 flexcontroller head head_forwardback "range" -0.200 0.200 flexcontroller gesture gesture_updown "range" -1.000 1.000 flexcontroller gesture gesture_rightleft "range" -1.000 1.000 localvar upper_right_raiser %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_neutral %upper_right_neutral = (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_raiser) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_lowerer %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 - right_lid_closer))) localvar upper_left_raiser %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_neutral %upper_left_neutral = (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_raiser) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_lowerer %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 - left_lid_closer))) localvar lower_right_raiser %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 - right_lid_closer)))) localvar lower_right_neutral %lower_right_neutral = (( 1.000 - right_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( right_lid_tightener * 0.500)) * ( 1.000 - ( right_cheek_raiser * 0.250))))) localvar lower_right_lowerer %lower_right_lowerer = 0.000 localvar lower_left_raiser %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 - left_lid_closer)))) localvar lower_left_neutral %lower_left_neutral = (( 1.000 - left_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( left_lid_tightener * 0.500)) * ( 1.000 - ( left_cheek_raiser * 0.250))))) localvar lower_left_lowerer %lower_left_lowerer = 0.000 %AU1R = ( right_inner_raiser * (( 1.000 - right_outer_raiser) * ( 1.000 - right_lowerer))) %AU1L = ( left_inner_raiser * (( 1.000 - left_outer_raiser) * ( 1.000 - left_lowerer))) %AU2R = ( right_outer_raiser * (( 1.000 - right_inner_raiser) * ( 1.000 - right_lowerer))) %AU2L = ( left_outer_raiser * (( 1.000 - left_inner_raiser) * ( 1.000 - left_lowerer))) %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 - right_lowerer))) %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 - left_lowerer))) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator localvar right_open %right_open = ( smile + (( right_part * ( 1.000 - smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar left_open %left_open = ( smile + (( left_part * ( 1.000 - smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar right_lip_suppressor %right_lip_suppressor = (( 1.000 / %right_open) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_lip_suppressor %left_lip_suppressor = (( 1.000 / %left_open) * (( 1.000 - presser) * ( 1.000 - bite))) %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 * %right_lip_suppressor))) %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 * %left_lip_suppressor))) %AU25R = ( right_part * (( right_part * %right_lip_suppressor) * ( 1.000 - smile))) %AU25L = ( left_part * (( left_part * %left_lip_suppressor) * ( 1.000 - smile))) %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %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 * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R + %AU22R)))) * ( 1.000 - smile))))) %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L + %AU22L)))) * ( 1.000 - smile))))) localvar right_depressor_suppressor %right_depressor_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) localvar left_depressor_suppressor %left_depressor_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) %AU15R = ( right_corner_depressor * ( right_corner_depressor * %right_depressor_suppressor)) %AU15L = ( left_corner_depressor * ( left_corner_depressor * %left_depressor_suppressor)) localvar right_corner_suppressor %right_corner_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) localvar left_corner_suppressor %left_corner_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - 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 + (( 1.000 - presser) * tightener)) %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher + jaw_drop))) localvar right_drop_suppressor %right_drop_suppressor = (( 1.000 / (( 0.500 * %right_open) + right_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_drop_suppressor %left_drop_suppressor = (( 1.000 / (( 0.500 * %left_open) + left_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar right_drop %right_drop = ( right_mouth_drop * ( right_mouth_drop * %right_drop_suppressor)) localvar left_drop %left_drop = ( left_mouth_drop * ( left_mouth_drop * %left_drop_suppressor)) %AU26R = ( jaw_drop * (( 1.000 - %right_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU26L = ( jaw_drop * (( 1.000 - %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 * ( 0.250 * ( %right_lip_suppressor + %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R + %AU27L))))) localvar mouth %mouth = (( %AU27R * 0.500) + (( %AU27L * 0.500) + (( %AU22R * 0.350) + (( %AU22L * 0.350) + (( %AU18R * 0.250) + (( %AU18L * 0.250) + (( %AU25R * 0.350) + (( %AU25L * 0.350) + (( %AU32 * 0.500) + ( %AU12AU25 + ((( %AU27ZR + %AU27ZL) * ( 0.500 * 0.700)) + ( %AU16 * 0.400)))))))))))) } $lod 7 { replacemodel "male_09_reference" "lod1_male_09_reference" } $lod 14 { replacemodel "male_09_reference" "lod2_male_09_reference" } $lod 24 { replacemodel "male_09_reference" "lod3_male_09_reference" } $lod 35 { replacemodel "male_09_reference" "lod4_male_09_reference" } $lod 60 { replacemodel "male_09_reference" "lod5_male_09_reference" } $shadowlod { replacemodel "male_09_reference" "lod6_male_09_reference" } $cdmaterials "models\Humans\Dimitri\Group02\" $cdmaterials "models\Humans\Dimitri\" $cdmaterials "models\humans\Dimitri\" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 $attachment "eyes" "ValveBiped.Bip01_Head1" 3.79 -3.78 0.01 rotate 0.00 -80.10 -90.00 $attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -5.70 -0.00 rotate 0.00 -80.00 -90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate 0.00 90.00 90.00 $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 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition 0.637 0.000 36.119 $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
There are a few things I neglected to explain in great detail and probably a few things that are difficult to visualise if you're not familiar with the concept, so I made up a (moderately) quick model-merging guide that's light weight enough to print on a placemat. It even aims to explain the *.qc voodoo at the end of the operation. [img]http://img62.imageshack.us/img62/6152/headhack2.jpg[/img]
thanx again for your help.
No problem!
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