Messed up flexes, How'd that happen?

Just recently I successfully got Kazooie into Gmod with all her flexes done at about 90%. the missing 10% are the flexes that got busted along the way.

how it should look.

how it does look.

how it should look.

how it does look.

Any ideas on how to fix them?

If you need certain files to get a better idea of my problem they can be found here:http://www.mediafire.com/?7cafiyvafgd30tu

the QC:


$cd "C:\Documents and Settings\windowsxp\My Documents\3dsmax\export\Ragdoll"
$surfaceprop "flesh"
$modelname "Kazooie.mdl"
    
$cdmaterials "models\Tooie\"

$model studio "reference.SMD" {
    flexfile "mdldecompiler_expressions.vta" {
          flex "null" frame 1
          flex "Anger" frame 2
          flex "Sad" frame 3
          flex "Lwink" frame 4
          flex "Rwink" frame 5
          flex "Say_WHAT?!" frame 6
          flex "Mouthopen_1/2" frame 7
          flex "open_mouth" frame 8
          flex "Jawdrop" frame 9
          flex "halfclose" frame 10
          flex "Huh?" frame 11
          flex "Fart" frame 12
          flex "Foot_straitner" frame 13
          flex "Blank" frame 14
	}
    flexcontroller phoneme null "range" 0.000 1.000
    flexcontroller phoneme Anger "range" 0.000 1.000
    flexcontroller phoneme Sad "range" 0.000 1.000
    flexcontroller phoneme Lwink "range" 0.000 1.000
    flexcontroller phoneme Rwink "range" 0.000 1.000
    flexcontroller phoneme Say_WHAT "range" 0.000 1.000
    flexcontroller phoneme Mouthopen_half "range" 0.000 1.000
    flexcontroller phoneme open_mouth "range" 0.000 1.000
    flexcontroller phoneme Jawdrop "range" 0.000 1.000
    flexcontroller phoneme halfclose "range" 0.000 1.000
    flexcontroller phoneme Huh "range" 0.000 1.000
    flexcontroller phoneme Fart "range" 0.000 1.000
    flexcontroller phoneme Foot_flattener "range" 0.000 1.000
    flexcontroller phoneme Blank "range" 0.000 1.000
    %null =  null
    %Anger =  Anger
    %Sad =  Sad
    %Lwink =  Lwink
    %Rwink =  Rwink
    %Say_WHAT?! =  Say_WHAT
    %Mouthopen_1/2 =  Mouthopen_half
    %open_mouth =  open_mouth
    %Jawdrop =  Jawdrop
    %halfclose =  halfclose
    %Huh? =  Huh
    %Fart =  Fart
    %Foot_straitner =  Foot_flattener
    %Blank =  Blank

}
$sequence ragdoll     "ragdoll.smd" FPS 30         activity ACT_DIERAGDOLL 1
$collisionjoints "phymodel.smd" {
    $mass 100.0
    $inertia 10.00
    $damping 0.01
    $rotdamping 1.50
    $rootbone "bone04"

    $jointconstrain "bone05" x limit -110.00 110.00 0.00
    $jointconstrain "bone05" y limit 0.00 0.00 0.00
    $jointconstrain "bone05" z limit -75.00 50.00 0.00

    $jointconstrain "bone12" x limit -30.00 30.00 0.00
    $jointconstrain "bone12" y limit 0.00 140.00 0.00
    $jointconstrain "bone12" z limit 0.00 10.00 0.00

    $jointconstrain "bone13" x limit 0.00 0.00 0.00
    $jointconstrain "bone13" y limit 0.00 90.00 0.00
    $jointconstrain "bone13" z limit 0.00 0.00 0.00

    $jointconstrain "bone09" x limit -90.00 90.00 0.00
    $jointconstrain "bone09" y limit -70.00 70.00 0.00
    $jointconstrain "bone09" z limit -50.00 50.00 0.00

    $jointconstrain "bone15" x limit -30.00 30.00 0.00
    $jointconstrain "bone15" y limit 0.00 140.00 0.00
    $jointconstrain "bone15" z limit -10.00 0.00 0.00

    $jointconstrain "bone16" x limit 0.00 0.00 0.00
    $jointconstrain "bone16" y limit 0.00 90.00 0.00
    $jointconstrain "bone16" z limit 0.00 0.00 0.00

    $jointconstrain "bone17" x limit 0.00 0.00 0.00
    $jointconstrain "bone17" y limit -40.00 50.00 0.00
    $jointconstrain "bone17" z limit 0.00 0.00 0.00

    $jointconstrain "bone06" x limit -90.00 63.00 0.00
    $jointconstrain "bone06" y limit -70.00 90.00 0.00
    $jointconstrain "bone06" z limit -130.00 89.00 0.00

    $jointconstrain "bone07" x limit -30.00 30.00 0.00
    $jointconstrain "bone07" y limit 0.00 25.00 0.00
    $jointconstrain "bone07" z limit -20.00 35.00 0.00

    $jointconstrain "bone08" x limit 0.00 0.00 0.00
    $jointconstrain "bone08" y limit 0.00 20.00 0.00
    $jointconstrain "bone08" z limit 0.00 0.00 0.00

    $jointconstrain "bone01" x limit -90.00 63.00 0.00
    $jointconstrain "bone01" y limit -70.00 90.00 0.00
    $jointconstrain "bone01" z limit -130.00 89.00 0.00

    $jointconstrain "bone02" x limit -30.00 30.00 0.00
    $jointconstrain "bone02" y limit 0.00 25.00 0.00
    $jointconstrain "bone02" z limit -20.00 35.00 0.00

    $jointconstrain "bone03" x limit 0.00 0.00 0.00
    $jointconstrain "bone03" y limit 0.00 20.00 0.00
    $jointconstrain "bone03" z limit 0.00 0.00 0.00

    $jointconstrain "bone14" x limit 0.00 0.00 0.00
    $jointconstrain "bone14" y limit -40.00 50.00 0.00
    $jointconstrain "bone14" z limit 0.00 0.00 0.00

    
    
}

I’m not sure if this is the cause, but when I first started learning how to do flexes, I found out that they can only go a certain distance before the flex ‘breaks’ itself and fails to work. The flex would only go a fraction of the distance it needed to. When I toned down the flex past a specific point, it started going the full length of the flex.

Long story short: try making the morphs smaller. If you need to bump them up, you can use the multiplier in GMOD, anyway.

multiplier? Explain.

Also what is the range anyway?

There’s a multiplier in GMOD - I’m not sure if it’s in the SDK faceposer - that multiplies how many times the flex is applied. 0 would do nothing, 1 would be normal, 2 would double the effect, etc, up to 10.

The range is just saying how much of that particular flex you want to use. 0 to 1 is 0% to 100% of that frame of animation. If you did 0 to .5, it’d only go halfway. I don’t remember if you could go above 1, though, so you could try that.

When you were exporting the VTAs, was the frame number on 10?

I don’t think so.
Last time it wasn’t, but I still got the same result.

I did get the back feathers fixed though, and the broken cartoonish jaw drop sort of works like this.