• Completely stumped on head hacking discrepancy.
    4 replies, posted
I've exhausted every method I know (very little) trying to get this to work. This is a universal issue with pretty much every single headhack I've ever done. Can't get eyes to work on any of them, some just turn out white without pupils, some are just invisible. I've hacked Jack's head from [URL="http://www.garrysmod.org/downloads/?a=view&id=130828"]this[/URL] onto the obsolete combine soldier model. Thing is, Jack's model has all this face posing and the obsolete combine soldier does not. I've put Jack's head onto the model, put the required texture directory into the QC, everything appears fine except for the eyes. They look like this: [url]http://i.imgur.com/bKuz7Ce.png[/url] Interesting part is that if I use the eye poser and set it to look directly at certain position, the eyes will actually change, but they're just so messed up it's strange. So I'm pretty stumped now, I've done a bunch of poking around in the QC and .vmt's to no avail (mainly because I have no clue what I'm looking at), could someone please scan through my [URL="http://pastebin.com/DFWWVmHJ"]Model QC and Compile Log[/URL] and hopefully tell me what I'm doing wrong? If you need any other details or files, I'll do my best to provide them.
For the eyes to actually work on a model, you need 4 things. - The textures on the eyes should be assigned to be eyeball textures, usually eyeball_r, and eyeball_l for right and left. If you're head hacking, they probably already are. - You need at least one faceposing flex. (I think, this is the issue I'm most fuzzy on.) Throwing away the faceposing for you hack may have been your mistake here. - In the .qc, you need these lines as part of your $model declaration: [CODE]$model "studio" "example.smd" { flexfile "example.vta" { flex "blank" frame 0 } eyeball righteye ValveBiped.Bip01_Head1 1.27 -2.3 66.6 eyeball_r 1.00 0.5 pupil_r 0.85 eyeball lefteye ValveBiped.Bip01_Head1 -1.22 -2.3 66.6 eyeball_l 1.00 -0.5 pupil_l 0.85 flexcontroller phoneme blank "range" 0.000 1.000 %blank = blank }[/CODE] ValveBiped.Bip01_Head1 in the two eyeball entries should be replaced with whatever your head bone is named. It may well be the same. Eyeball_r and _l should be the names of your eyeball textures on the model. - In the two eyeball entries as show above, the 3 numbers after Bip01_head1 need to be the X, Y, and Z coords of the center of each eye. I use Blender, and I find those numbers by reimporting the .smd into a fresh window, and selecting the vertex at the center of the eye in front and then side view, and checking it's location in the Properties window or put the 3D cursor in the middle and then checking it's coordinates.. Not sure how you'd do it in Max. I think that's everything you need, hopefully someone will add in/correct me if I'm wrong.
Quick question: When it says "left eye" does it mean the left eye when you're looking at the face, or the actual left eye? [editline]20th January 2013[/editline] Here's the revised QC, still doesn't work. [url]http://pastebin.com/hYEwjKaf[/url]
It doesn't matter which one is the left and which is the right as long as you're consistent. You don't seem to have the coords in the right order in your qc. X is distance from the center left and right, usually one is positive and one is negative Y is the depth front to back and is usually small. Z is the height from the origin of the model and if often in the 60-70 ballpark. I think your Y and Z might be switched. Try 'em the other way around and see what happens.
I did that, it certainly did something: [IMG]http://i.imgur.com/rLRERyS.png[/IMG] Dead on, it's still missing his eyes, it's just darker now. When I look at it at a certain angle, I can see it, like the brown part kinda fades. When I move around, and I can still see it, the iris seems to follow me. [editline]21st January 2013[/editline] I had this crazy idea to rather just move the body around the head, so I wouldn't have to worry about relocating the eyes at all. [IMG]http://i.imgur.com/9ZrGM6j.jpg[/IMG] Well at-least the eyes work!
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