I’m trying to understand how flexes work internally in the source engine, but I’m [del]a bit[/del]very confused about the “split”-parameter for eyelids and flexes (I’m assuming they’re related). Here’s what the vdc has to say about both of them:
What determines a mesh’s Y origin? Shouldn’t that just be 0?
And what are the “sides” it mentions? That entire sentence makes no sense to me. Looking at the source engine’s source code it looks like the vertices are split along the y-axis, so I’m assuming that’s what that means? That seems very arbitrary though.
I also don’t know what it means by “smooth the divide”.
What’s the “0” line supposed to be? An axis? I’m just gonna assume that’s refering to the y-axis again (dear lord, who documented this crap).
I’m also guessing the “distance” would have the same effect as the “units” for the “flex” command, whatever that may be.
Maybe someone has worked with these before and has a little more insight? I’m mainly interested in what the “distance”/“units” values do exactly, I think I more or less got the rest.