Eyeposing problem on a custom model

Hello,

I’ve recently tried to learn modeling for GMod and I have one last problem. My model appears to not be eyeposable directly, despite those $attachment and eyeball lines I put in its QC. On the other hand, when I spawn another model nearby and pose it, SURPRISE! My custom model reacts to eyeposing done on the other model. It’s rather irritating.

What happens when I eyepose this here Demoman:

The model and its textures are beta, so disregard any lack of quality. Poor thing will be my test subject on which I can make every mistake a modeler must then avoid.

The QC:



$cd "E:\Mes Documents\melpie"


$surfaceprop "flesh"
$modelname "frenchie\melpomene.mdl"
$cdmaterials "models\frenchie\melpomene"
$eyeposition 0 0 70

$attachment "eyes" "ValveBiped.Bip01_Head1" 6.30 1.98 0.00 rotate -0 69 90

$model studio "reference.smd"{
   eyeball righteye ValveBiped.Bip01_Head1 -1.312 -4.455 65.37 sclera 1.18  4.000 melpieiris2 1
}


     
$sequence ragdoll 	"ragdoll.smd" FPS 30 		activity ACT_DIERAGDOLL 1
$collisionjoints "phymodel.smd" {
	$mass 60.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "pelvis"

	$jointconstrain "chest" x limit -48.00 48.00 0.20
	$jointconstrain "chest" y limit -26.00 26.00 0.20
	$jointconstrain "chest" z limit -39.00 68.00 0.20

	$jointconstrain "ValveBiped.Bip01_Head1" x limit -61.00 61.00 0.20
	$jointconstrain "ValveBiped.Bip01_Head1" y limit -44.00 44.00 0.20
	$jointconstrain "ValveBiped.Bip01_Head1" z limit -32.00 50.00 0.20

	$jointconstrain "l_thigh" x limit -39.00 39.00 0.20
	$jointconstrain "l_thigh" y limit -59.00 23.00 0.20
	$jointconstrain "l_thigh" z limit -84.00 66.00 0.20

	$jointconstrain "l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "l_calf" z limit 0.00 131.00 0.20

	$jointconstrain "l_foot" x limit -23.00 23.00 0.20
	$jointconstrain "l_foot" y limit -28.00 28.00 0.20
	$jointconstrain "l_foot" z limit -46.00 46.00 0.20

	$jointconstrain "l_shoulder" x limit 0.00 0.00 0.00
	$jointconstrain "l_shoulder" y limit 0.00 0.00 0.00
	$jointconstrain "l_shoulder" z limit 0.00 0.00 0.00

	$jointconstrain "l_forearm" x limit 0.00 0.00 0.20
	$jointconstrain "l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "l_forearm" z limit -140.00 0.00 0.20

	$jointconstrain "l_arm" x limit -64.00 64.00 0.20
	$jointconstrain "l_arm" y limit -122.00 28.00 0.20
	$jointconstrain "l_arm" z limit -100.00 59.00 0.20

	$jointconstrain "l_hand" x limit -68.00 68.00 0.20
	$jointconstrain "l_hand" y limit -37.00 41.00 0.20
	$jointconstrain "l_hand" z limit -44.00 70.00 0.20

	$jointconstrain "r_thigh" x limit -50.00 48.00 0.20
	$jointconstrain "r_thigh" y limit -19.00 70.00 0.20
	$jointconstrain "r_thigh" z limit -79.00 73.00 0.20

	$jointconstrain "r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "r_calf" z limit 0.00 133.00 0.20

	$jointconstrain "r_foot" x limit -23.00 23.00 0.20
	$jointconstrain "r_foot" y limit -23.00 23.00 0.20
	$jointconstrain "r_foot" z limit -35.00 57.00 0.20

	$jointconstrain "r_shoulder" x limit 0.00 0.00 0.00
	$jointconstrain "r_shoulder" y limit 0.00 0.00 0.00
	$jointconstrain "r_shoulder" z limit 0.00 0.00 0.00

	$jointconstrain "r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "r_forearm" z limit -149.00 1.00 0.20

	$jointconstrain "r_arm" x limit -64.00 64.00 0.20
	$jointconstrain "r_arm" y limit -26.00 122.00 0.20
	$jointconstrain "r_arm" z limit -122.00 50.00 0.20

	$jointconstrain "r_hand" x limit -75.00 93.00 0.20
	$jointconstrain "r_hand" y limit -37.00 32.00 0.20
	$jointconstrain "r_hand" z limit -48.00 66.00 0.20
}


Eye white VMT:



"Eyes"
{
	"$basetexture" "models/frenchie/melpomene/sclera"
	"$iris" "models/frenchie/melpomene/melpieiris2"
	"$halflambert" 1
	"$nodecal" "1"
} 


Iris VMT:



"eyeball"
{
	"$baseTexture" "models/frenchie/melpomene/melpieiris2"
}


If someone with good modding knowledge could point out my mistake, that must be horribly obvious to someone with more savoir-faire, I’d appreciate it. I’ve been pulling my hair off for days, you see. Thanks in advance.

Get a flex file on it. You don’t have to move a single vertex for it but just have one there. It’s an odd bug/thing.

Thanks. Solved it by replacing the eyeball line of my QC with this:



flexfile "eyes.vta" {
   			eyeball righteye ValveBiped.Bip01_Head1 -1.312 -4.455 65.37 sclera 1.18  4.000 melpieiris2 1
		}


Now I’m kind of stuck with fingerposing. I’ve set up all the finger bones using Valve’s names but when I right-click on my character’s hands with the Finger Poser, nothing changes. I’ve forgotten an $attachment line and/or a flex file again, haven’t I.

Rename the hand itself not just the fingers.

So I just need to rename l_hand to ValveBiped.Bip01_L_Hand and r_hand to ValveBiped.Bip01_R_Hand and it’ll work? Awesome, thanks. I’ll post again if I have another problem (at this point I assume I will, but hey, better have them early and on the low quality model, right?)

I get problems always. It’s like a part of my life.

Going to put it as a new post since it was answered.

BWAHAHAHAHAHAHA! The renaming worked fine, but…

9 out of 10 Medics agree that the way I rigged those hands looks fucking painful.

Looks like all of my finger bones flex 90° from where they should. Little help?

Did you make sure the bones from the fingers were place correctly? like the same position as the oringal bones were from valve fingers bone for example.

No, I made the entire skeleton from scratch, so the finger bones are where the fingers of my character are. Do I have to use the exact same position as the Valve finger bones (they already have the same names) to be able to have non-fucked-up fingers? Because since my characters aren’t all the same height and therefore won’t necessarily have their fingers at the same place as the default ones, I sense a lot of trouble if I do.

Yes i would just use the valve finger bones so you don’t have to go threw the waste at re position your bone on them. you can just disconnect the bones from the valve ones and fit them to your needs and then reconnect them back.

I’m afraid you didn’t quite understand the question: I asked if I have to put my fingerbones at the exact same spot as those from a Valve model to have correct fingerposing. I’d be tempted to say no, since, say, a Heavy’s finger bones and a Scout’s aren’t at the same place due to a Heavy’s hands being FUCKIN’ HUEG.
I wonder why the shift between how my finger bones flex and how the standard ones flex is 90° and not something random, too. Surely there’s a way to fix that?
crosses fingers