To preface, I use Crowbar version 0.42.0.0 and Blender version 2.78, and I could not find any information on my particular issue.
I'm fairly new to editing models and have been learning by grafting the heads of one model onto the other. This particular model is male_48 of the TnB model pack's head and the body of Halo: Reach Marine "John".
I'm having an issue where my model is missing one pupil and instead has an all white eye after being compiled and spawned in-game. I use the qceyes.exe and blender's world coordinates to get the location of my eyes, but no matter how I modify it, this issue seems to always persist.
I've attached a photo of the issue and the .qc file below. Please let me know either on steam (Flamingo) or here if you have any information on this issue. Thank you!
[IMG]http://i.imgur.com/43v2Iry.jpg[/IMG]
.qc file
[CODE]// Created by Crowbar 0.42.0.0
$ModelName "characters/models/Flamingo/NickMarine.mdl"
$Model "male_48" "male_48_body0_model0.smd" {
eyeball righteye "ValveBiped.Bip01_Head1" -1.38 -2.81 68.54 "eyeball_b" 1.00 4 "iris_unused" 0.63
eyeball lefteye "ValveBiped.Bip01_Head1" 1.38 -2.81 68.54 "eyeball_b" 1.00 -4 "iris_unused" 0.63
mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination
}
$BodyGroup "Helmet&Hair"
{
blank
studio "marine_g_john_body2_model1.smd"
studio "marine_g_john_body2_model3.smd"
studio "marine_g_john_body2_model4.smd"
studio "marine_g_john_body2_model5.smd"
}
$BodyGroup "Helmet_Visor"
{
blank
studio "marine_g_john_body3_model1.smd"
studio "marine_g_john_body3_model2.smd"
studio "marine_g_john_body3_model5.smd"
}
$BodyGroup "Helmet_Attatchment"
{
blank
studio "marine_g_john_body4_model1.smd"
}
$BodyGroup "Collar"
{
studio "marine_g_john_body5_model0.smd"
studio "marine_g_john_body5_model2.smd"
}
$BodyGroup "Torso"
{
studio "marine_g_john_body6_model0.smd"
}
$BodyGroup "Shoulderpads"
{
blank
studio "marine_g_john_body7_model2.smd"
studio "marine_g_john_body7_model3.smd"
}
$BodyGroup "Chest_Packs"
{
blank
studio "marine_g_john_body8_model1.smd"
studio "marine_g_john_body8_model2.smd"
studio "marine_g_john_body8_model3.smd"
}
$BodyGroup "Backpacks"
{
blank
studio "marine_g_john_body9_model1.smd"
studio "marine_g_john_body9_model2.smd"
studio "marine_g_john_body9_model4.smd"
}
$BodyGroup "Thighpads"
{
blank
studio "marine_g_john_body10_model1.smd"
studio "marine_g_john_body10_model2.smd"
}
$BodyGroup "Legs"
{
studio "marine_g_john_body11_model1.smd"
studio "marine_g_john_body11_model2.smd"
studio "marine_g_john_body11_model3.smd"
}
$SurfaceProp "flesh"
$Contents "solid"
$EyePosition 0 0 70
$MaxEyeDeflection 30
$MostlyOpaque
$CDMaterials "models\ishis_garage\bodies\bo2\head_13\"
$CDMaterials "models\ishis_garage\halo_rebirth\marines\"
$CDMaterials "models\shared\"
$CDMaterials "models\tnb\citizens\"
$CDMaterials "models\tnb\combine\"
$CDMaterials "models\tnb\heads\"
$CDMaterials "models\Humans\male\"
$CDMaterials "models\Humans\female\"
$TextureGroup "skinfamilies"
{
{ "marine_torso_diffuse" "marine_badlands_set_diffuse" "marine_attach_armor_diffuse" "marine_cloth_diffuse" }
{ "marine_torso_brown" "marine_badlands_set_brown" "marine_attach_armor_brown" "marine_cloth_brown" }
{ "marine_torso_ucp" "marine_badlands_set_ucp" "marine_attach_armor_ucp" "marine_cloth_ucp" }
{ "marine_torso_navy" "marine_badlands_set_navy" "marine_attach_armor_navy" "marine_cloth_navy" }
}
$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -2.81 68.54 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 4 4 0 rotate 0 95 90
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$CBox 0 0 0 0 0 0
$BBox -16.903 -29.659 -0.649 9.409 29.9 75.675
// $HBoxSet "default"
// $HBox 1 "ValveBiped.Bip01_Head1" -2.25 -5 -3.15 7.25 5 3.35 ""
// $HBox 4 "ValveBiped.Bip01_L_UpperArm" -0.81 -2.25 -3.05 11.19 2.75 1.2 ""
// $HBox 4 "ValveBiped.Bip01_L_Forearm" -1.25 -1.88 -2 11.75 1.62 1 ""
// $HBox 4 "ValveBiped.Bip01_L_Hand" 0 -1.07 -1.5 6 0.68 3 ""
// $HBox 5 "ValveBiped.Bip01_R_UpperArm" -1.5 -2.25 -1.25 11.5 2.75 2.75 ""
// $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.82 -1.9 -1.15 11.18 1.6 1.85 ""
// $HBox 5 "ValveBiped.Bip01_R_Hand" -0.5 -1.13 -3.25 5.5 0.63 1.75 ""
// $HBox 6 "ValveBiped.Bip01_L_Thigh" 0.5 -3.5 -3.25 17.5 4.5 3.25 ""
// $HBox 6 "ValveBiped.Bip01_L_Calf" 0.74 -2.35 -2.15 17.74 3.65 2.35 ""
// $HBox 6 "ValveBiped.Bip01_L_Foot" -2 -1.8 -1.45 6 3.2 2.05 ""
// $HBox 7 "ValveBiped.Bip01_R_Thigh" 0.5 -3.5 -3 17.5 4.5 3 ""
// $HBox 7 "ValveBiped.Bip01_R_Calf" 0.74 -2.35 -2.35 17.74 3.65 2.15 ""
// $HBox 7 "ValveBiped.Bip01_R_Foot" -2 -1.75 -2.15 6 3.25 1.35 ""
// $HBox 3 "ValveBiped.Bip01_Pelvis" -5.25 -3.88 -6.25 5.75 4.12 3.75 ""
// $HBox 3 "ValveBiped.Bip01_Spine1" -4.5 -2 -4.98 3.5 6 4.97 ""
// $HBox 2 "ValveBiped.Bip01_Spine2" -0.5 -2.5 -6 10.5 7.5 6 ""
// $SkipBoneInBBox
$BoneMerge "ValveBiped.Bip01_Pelvis"
$BoneMerge "ValveBiped.Bip01_Spine"
$BoneMerge "ValveBiped.Bip01_Spine1"
$BoneMerge "ValveBiped.Bip01_Spine2"
$BoneMerge "ValveBiped.Bip01_Spine4"
$BoneMerge "ValveBiped.Bip01_R_Clavicle"
$BoneMerge "ValveBiped.Bip01_R_UpperArm"
$BoneMerge "ValveBiped.Bip01_R_Forearm"
$BoneMerge "ValveBiped.Bip01_R_Hand"
$BoneMerge "ValveBiped.Anim_Attachment_RH"
$BoneMerge "ValveBiped.Bip01_L_Clavicle"
$BoneMerge "ValveBiped.Bip01_L_UpperArm"
$BoneMerge "ValveBiped.Bip01_L_Forearm"
$BoneMerge "ValveBiped.Bip01_L_Hand"
$Sequence "ragdoll" {
"marine_g_john_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}
$IncludeModel "humans/male_shared.mdl"
$IncludeModel "humans/male_ss.mdl"
$IncludeModel "humans/male_gestures.mdl"
$IncludeModel "humans/male_postures.mdl"
$IncludeModel "m_anm.mdl"
$IncludeModel "m_shd.mdl"
$IncludeModel "m_gst.mdl"
$IncludeModel "m_pst.mdl"
$IncludeModel "humans/male_umpa_postures.mdl"
$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$CollisionJoints "marine_g_john_physics.smd"
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone " "
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0
}
$CollisionText
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
}
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "70.000000"
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_Spine1"
}
}
[/CODE]
Looks like it's because both of your eye materials are using the same name. Change one of them to something different in the QC and SMD and recompile.
Thanks, I'll try and use two different textures, just one question though.
The .qc I got from the decompiled model had both eyes named the same (I literally just copied the relevant bits and changed the coordinates to match my own model). Is there some way to work around that, or is it just a result of the decompiler being weird?
Edit: I've pulled the model back into blender and it appears that only the left eye is named (eyeball_b). Not sure why this is, and I'll have to do some experimenting to figure out how to name the second eyeball, as I'm fairly new to blender myself.
[editline]14th June 2017[/editline]
Alright, I've managed to get both eyes to render this time around, but it opened a whole new world of problems. Whether this is because I messed something up in the process or it's just more complicated than I thought, I have no idea.
The issue with my model was that blender had only assigned one material to my eyes (I rectified this with an eyeball_l and eyeball_r material on their respective eyeballs). However, now when I compile the model, the eyes are reflective and seem to move on their own in order to look away from the player. I've attached the .qc file first this time, as well as several images that show my issue. Thank you for your help in advance.
.qc
[CODE]// Created by Crowbar 0.42.0.0
$ModelName "characters/models/Flamingo/NickMarine.mdl"
$Model "male_48" "male_48_body0_model0.smd" {
eyeball righteye "ValveBiped.Bip01_Head1" -1.37980 -2.79996 68.53499 "eyeball_r" 1.00 3 "iris_unused" 0.63
eyeball lefteye "ValveBiped.Bip01_Head1" 1.37980 -2.79996 68.53499 "eyeball_l" 1.00 -3 "iris_unused" 0.63
mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination
}
$BodyGroup "Helmet&Hair"
{
blank
studio "marine_g_john_body2_model1.smd"
studio "marine_g_john_body2_model3.smd"
studio "marine_g_john_body2_model4.smd"
studio "marine_g_john_body2_model5.smd"
}
$BodyGroup "Helmet_Visor"
{
blank
studio "marine_g_john_body3_model1.smd"
studio "marine_g_john_body3_model2.smd"
studio "marine_g_john_body3_model5.smd"
}
$BodyGroup "Helmet_Attatchment"
{
blank
studio "marine_g_john_body4_model1.smd"
}
$BodyGroup "Collar"
{
studio "marine_g_john_body5_model0.smd"
studio "marine_g_john_body5_model2.smd"
}
$BodyGroup "Torso"
{
studio "marine_g_john_body6_model0.smd"
}
$BodyGroup "Shoulderpads"
{
blank
studio "marine_g_john_body7_model2.smd"
studio "marine_g_john_body7_model3.smd"
}
$BodyGroup "Chest_Packs"
{
blank
studio "marine_g_john_body8_model1.smd"
studio "marine_g_john_body8_model2.smd"
studio "marine_g_john_body8_model3.smd"
}
$BodyGroup "Backpacks"
{
blank
studio "marine_g_john_body9_model1.smd"
studio "marine_g_john_body9_model2.smd"
studio "marine_g_john_body9_model4.smd"
}
$BodyGroup "Thighpads"
{
blank
studio "marine_g_john_body10_model1.smd"
studio "marine_g_john_body10_model2.smd"
}
$BodyGroup "Legs"
{
studio "marine_g_john_body11_model1.smd"
studio "marine_g_john_body11_model2.smd"
studio "marine_g_john_body11_model3.smd"
}
$SurfaceProp "flesh"
$Contents "solid"
$EyePosition 0 0 70
$MaxEyeDeflection 90
$MostlyOpaque
$CDMaterials "models\ishis_garage\bodies\bo2\head_13\"
$CDMaterials "models\ishis_garage\halo_rebirth\marines\"
$CDMaterials "models\shared\"
$CDMaterials "models\tnb\citizens\"
$CDMaterials "models\tnb\combine\"
$CDMaterials "models\tnb\heads\"
$CDMaterials "models\Humans\male\"
$CDMaterials "models\Humans\female\"
$TextureGroup "skinfamilies"
{
{ "marine_torso_diffuse" "marine_badlands_set_diffuse" "marine_attach_armor_diffuse" "marine_cloth_diffuse" }
{ "marine_torso_brown" "marine_badlands_set_brown" "marine_attach_armor_brown" "marine_cloth_brown" }
{ "marine_torso_ucp" "marine_badlands_set_ucp" "marine_attach_armor_ucp" "marine_cloth_ucp" }
{ "marine_torso_navy" "marine_badlands_set_navy" "marine_attach_armor_navy" "marine_cloth_navy" }
}
$attachment "eyes" "ValveBiped.Bip01_Head1" 0.00 -2.81 68.54 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 4 4 0 rotate 0 95 90
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$CBox 0 0 0 0 0 0
$BBox -16.903 -29.659 -0.649 9.409 29.9 75.675
// $HBoxSet "default"
// $HBox 1 "ValveBiped.Bip01_Head1" -2.25 -5 -3.15 7.25 5 3.35 ""
// $HBox 4 "ValveBiped.Bip01_L_UpperArm" -0.81 -2.25 -3.05 11.19 2.75 1.2 ""
// $HBox 4 "ValveBiped.Bip01_L_Forearm" -1.25 -1.88 -2 11.75 1.62 1 ""
// $HBox 4 "ValveBiped.Bip01_L_Hand" 0 -1.07 -1.5 6 0.68 3 ""
// $HBox 5 "ValveBiped.Bip01_R_UpperArm" -1.5 -2.25 -1.25 11.5 2.75 2.75 ""
// $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.82 -1.9 -1.15 11.18 1.6 1.85 ""
// $HBox 5 "ValveBiped.Bip01_R_Hand" -0.5 -1.13 -3.25 5.5 0.63 1.75 ""
// $HBox 6 "ValveBiped.Bip01_L_Thigh" 0.5 -3.5 -3.25 17.5 4.5 3.25 ""
// $HBox 6 "ValveBiped.Bip01_L_Calf" 0.74 -2.35 -2.15 17.74 3.65 2.35 ""
// $HBox 6 "ValveBiped.Bip01_L_Foot" -2 -1.8 -1.45 6 3.2 2.05 ""
// $HBox 7 "ValveBiped.Bip01_R_Thigh" 0.5 -3.5 -3 17.5 4.5 3 ""
// $HBox 7 "ValveBiped.Bip01_R_Calf" 0.74 -2.35 -2.35 17.74 3.65 2.15 ""
// $HBox 7 "ValveBiped.Bip01_R_Foot" -2 -1.75 -2.15 6 3.25 1.35 ""
// $HBox 3 "ValveBiped.Bip01_Pelvis" -5.25 -3.88 -6.25 5.75 4.12 3.75 ""
// $HBox 3 "ValveBiped.Bip01_Spine1" -4.5 -2 -4.98 3.5 6 4.97 ""
// $HBox 2 "ValveBiped.Bip01_Spine2" -0.5 -2.5 -6 10.5 7.5 6 ""
// $SkipBoneInBBox
$BoneMerge "ValveBiped.Bip01_Pelvis"
$BoneMerge "ValveBiped.Bip01_Spine"
$BoneMerge "ValveBiped.Bip01_Spine1"
$BoneMerge "ValveBiped.Bip01_Spine2"
$BoneMerge "ValveBiped.Bip01_Spine4"
$BoneMerge "ValveBiped.Bip01_R_Clavicle"
$BoneMerge "ValveBiped.Bip01_R_UpperArm"
$BoneMerge "ValveBiped.Bip01_R_Forearm"
$BoneMerge "ValveBiped.Bip01_R_Hand"
$BoneMerge "ValveBiped.Anim_Attachment_RH"
$BoneMerge "ValveBiped.Bip01_L_Clavicle"
$BoneMerge "ValveBiped.Bip01_L_UpperArm"
$BoneMerge "ValveBiped.Bip01_L_Forearm"
$BoneMerge "ValveBiped.Bip01_L_Hand"
$Sequence "ragdoll" {
"marine_g_john_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}
$IncludeModel "humans/male_shared.mdl"
$IncludeModel "humans/male_ss.mdl"
$IncludeModel "humans/male_gestures.mdl"
$IncludeModel "humans/male_postures.mdl"
$IncludeModel "m_anm.mdl"
$IncludeModel "m_shd.mdl"
$IncludeModel "m_gst.mdl"
$IncludeModel "m_pst.mdl"
$IncludeModel "humans/male_umpa_postures.mdl"
$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$CollisionJoints "marine_g_john_physics.smd"
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone " "
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0
}
$CollisionText
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
}
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "70.000000"
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_Spine1"
}
}
[/CODE]
[IMG]http://i.imgur.com/5DrNcGc.jpg[/IMG][IMG]http://i.imgur.com/Vuscij7.jpg[/IMG][IMG]http://i.imgur.com/gg4voi8.jpg[/IMG]
Could you show the eyeball VMT as well?
Hey, thanks for your help! Your comment got me thinking about the VMT, and how I didn't actually know WHERE it was (I was just using what the model I ripped the head from pointed to), and changed it to an eye model I knew of, and it works! Perhaps that particular eye model (iris_unused) is just broken... I'll never know, as I have no idea where it is.
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