[QUOTE=Varsity;29983573][url]http://lmgtfy.com/?q=Blender+shape+keys[/url][/QUOTE] Thanks, but how do you edit the QC so it can detect the .VTA? [code] $cd "C:\Documents and Settings\***\Desktop\Uncompiled Source Models and mod content\p2atlasbeta"
$modelname "player/atlasbeta.mdl"
$model "Atlas" "atlas"
flexfile "atlas.vta" {
}
$cdmaterials "models\player\coop_bots"
$hboxset "default"
// Model uses material "models/player/coop_bots/ballbot_shell.vmt"
// Model uses material "models/player/coop_bots/ballbot_frame.vmt"
// Model uses material "models/player/coop_bots/bot_eye_ring_lights.vmt"
$surfaceprop "metal"
$illumposition 0.090 0.006 0.582
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$collisionjoints "phymodel" {
$mass 512.2
$inertia 1.00
$damping 0.00
$rotdamping 0.00
$rootbone "root"
} [/code]
[url]http://developer.valvesoftware.com/wiki/Flex_animation[/url]
Sample:
[code]$model studio "model.smd" {
flexfile "myflex.vta" {
flex "myflex" frame 1
}
flexfile "blank.vta" {
flex "blank" frame 1
}
flexcontroller "phoneme" "myflex" "range" 0.000 1.000
flexcontroller "phoneme" "blank" "range" 0.000 1.000
%myflex = myflex
%blank = blank
}[/code]
You will need a blank VTA file which usually consists of a non-movement of all verticies in a VTA file. This is needed because of some annoying bug in GMod where the last flex on the faceposer doesn't work.
Depending on how the Blender vta export works you will either need to include a vta for each flex and a flexcontroller for each one (the last bit with the % is just a map for the face poser to use as a name, but can also be used to combine the flexes). Alternatively it may put all the flexes into one vta file, which then means you will have to figure out which order the flexes are in and at the flex controller part alter the range for each one, so 0-1 will be the first one, 1-2 will be the next and so on.
Also another point to note is flexes do not work on models without ragdoll collision in GMod, I don't think it matters for what your doing but I feel its something you should know.
Edit: Alternatively you can use [url=http://mql6ra.blu.livefilestore.com/y1p_uggFI9sS8hiE716SIsdW2NeBW9we02-85ws504kAZR3tVUN6Kaq-bdHpioneS4LUIQKJRm9vjjFlxCVh3ENSg/vtacreate.7z?download&psid=1]this program[/url] to combine two smds into a vta, the first is the base model you are wanting to make a flex for, the second is the same model but with the flex at full movement.
[QUOTE=Silver Spirit;30042323][url]http://developer.valvesoftware.com/wiki/Flex_animation[/url]
Sample:
[code]$model studio "model.smd" {
flexfile "myflex.vta" {
flex "myflex" frame 1
}
flexfile "blank.vta" {
flex "blank" frame 1
}
flexcontroller "phoneme" "myflex" "range" 0.000 1.000
flexcontroller "phoneme" "blank" "range" 0.000 1.000
%myflex = myflex
%blank = blank
}[/code]
You will need a blank VTA file which usually consists of a non-movement of all verticies in a VTA file. This is needed because of some annoying bug in GMod where the last flex on the faceposer doesn't work.
Depending on how the Blender vta export works you will either need to include a vta for each flex and a flexcontroller for each one (the last bit with the % is just a map for the face poser to use as a name, but can also be used to combine the flexes). Alternatively it may put all the flexes into one vta file, which then means you will have to figure out which order the flexes are in and at the flex controller part alter the range for each one, so 0-1 will be the first one, 1-2 will be the next and so on.
Also another point to note is flexes do not work on models without ragdoll collision in GMod, I don't think it matters for what your doing but I feel its something you should know.
Edit: Alternatively you can use [url=http://mql6ra.blu.livefilestore.com/y1p_uggFI9sS8hiE716SIsdW2NeBW9we02-85ws504kAZR3tVUN6Kaq-bdHpioneS4LUIQKJRm9vjjFlxCVh3ENSg/vtacreate.7z?download&psid=1]this program[/url] to combine two smds into a vta, the first is the base model you are wanting to make a flex for, the second is the same model but with the flex at full movement.[/QUOTE] The program link is not working.
[QUOTE=Bitl;30060197]The program link is not working.[/QUOTE]
oh well...
[QUOTE=Silver Spirit;30042323][url]http://developer.valvesoftware.com/wiki/Flex_animation[/url]
Sample:
[code]$model studio "model.smd" {
flexfile "myflex.vta" {
flex "myflex" frame 1
}
flexfile "blank.vta" {
flex "blank" frame 1
}
flexcontroller "phoneme" "myflex" "range" 0.000 1.000
flexcontroller "phoneme" "blank" "range" 0.000 1.000
%myflex = myflex
%blank = blank
}[/code]
You will need a blank VTA file which usually consists of a non-movement of all verticies in a VTA file. This is needed because of some annoying bug in GMod where the last flex on the faceposer doesn't work.
Depending on how the Blender vta export works you will either need to include a vta for each flex and a flexcontroller for each one (the last bit with the % is just a map for the face poser to use as a name, but can also be used to combine the flexes). Alternatively it may put all the flexes into one vta file, which then means you will have to figure out which order the flexes are in and at the flex controller part alter the range for each one, so 0-1 will be the first one, 1-2 will be the next and so on.
Also another point to note is flexes do not work on models without ragdoll collision in GMod, I don't think it matters for what your doing but I feel its something you should know.
Edit: Alternatively you can use [url=http://mql6ra.blu.livefilestore.com/y1p_uggFI9sS8hiE716SIsdW2NeBW9we02-85ws504kAZR3tVUN6Kaq-bdHpioneS4LUIQKJRm9vjjFlxCVh3ENSg/vtacreate.7z?download&psid=1]this program[/url] to combine two smds into a vta, the first is the base model you are wanting to make a flex for, the second is the same model but with the flex at full movement.[/QUOTE]
That syntax is incorrect for the flexes. It should be
flexcontroller "whatever" range X Y "flex_name"
where X and Y are the values. it doesn't seem to matter what goes in "whatever" but "flex_name" will need to match the flex controller name for whatever game you're using. It's just that most flexes default to 0 to 1 so that the error is rarely picked up. But some flexes, like eyes, extend -45 to 45, for example.
[QUOTE=MkTbKz;30065846]That syntax is incorrect for the flexes. It should be
flexcontroller "whatever" range X Y "flex_name"
where X and Y are the values. it doesn't seem to matter what goes in "whatever" but "flex_name" will need to match the flex controller name for whatever game you're using. It's just that most flexes default to 0 to 1 so that the error is rarely picked up. But some flexes, like eyes, extend -45 to 45, for example.[/QUOTE]
No I did do it right, as it was sample code not straight syntax as thats what the wiki link is for. Also if you'd read my post, I did explain how the range values worked ¬.¬
Edit: However I did not know that eye flexes were different, ty ^^
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