DigitalEro Offline

Flexes dont work in SFM

Sat, 07 Dec 2013 14:27:45

Aian

Ok guys, I'm trying this here because I have no clue how to fix these. - I have this model in 3dsmax, its face flexes work fine as you can see here. - I export the .vta file using wunderboy exporter. - This is my .qc file
$modelname	"aian\characters\mikasa\mikasa.mdl"

$model mikasa "mikasa.smd"    {

	flexfile "mikasa.vta" {
        defaultflex frame 0
	flex "eyes1" frame 1
	flex "eyes2" frame 2
	flex "eyes3" frame 3
	flex "eyes4" frame 4
}

flexcontroller Eyes eyes1 "range" 0.000 1.000
flexcontroller Eyes eyes2 "range" 0.000 1.000
flexcontroller Eyes eyes3 "range" 0.000 1.000
flexcontroller Eyes eyes4 "range" 0.000 1.000
%eyes1 = eyes1
%eyes2 = eyes2
%eyes3 = eyes3
%eyes4 = eyes4
}

$cdmaterials	"aian\characters\mikasa"

$sequence idle	"mikasa" fps 1

$mostlyopaque
-It compiles fine with no errors, but when I open the model in SFM, the flexes appear, but they don't move. Do you have any idea how to fix this? I have read tutorials (this one specially https://developer.valvesoftware.com/wiki/Flex_animation) but Im totally stuck right now. I'll appreciaty any kind of help! :)
Sat, 07 Dec 2013 14:53:45

Ganonmaster

Are you sure create a keyframe on your timeline for every morph target? The Wallworm Morpher UI can do this automatically if you have a lot of those. When the VTA exporter asks which frames to export, it's literally asking which frames in the scene to export. If you say "all of them" but you don't have any flexes keyframed in your timeline, it'll export all the empty frames and when you move the flex controllers it will morph the model, but simply to match the emtpy flex you export. Also, previewing flexes in the Model Viewer included in SFM may be faster than loading them up in SFM every time.
Sat, 07 Dec 2013 15:06:50

Aian

I see, the model has already its own flexes, but they all appear in blue in 3dsmax ("contains morph data, no target object"), I was trying to make them work without doing one by one from scratch. I tried with wallworm morpher and it works fine, but it is a pity I have to redo them all because somehow the data is missing when I import the model. Thanks for your quick answer Ganonmaster
Sat, 07 Dec 2013 15:22:32

Selph80

"Aian" said ...
I see, the model has already its own flexes, but they all appear in blue in 3dsmax ("contains morph data, no target object"), I was trying to make them work without doing one by one from scratch. I tried with wallworm morpher and it works fine, but it is a pity I have to redo them all because somehow the data is missing when I import the model. Thanks for your quick answer Ganonmaster
I think the fact that they are blue is not a problem, as long as they work in 3DSMax (if you create a model with a morpher and delete the meshes it morphs into, it will still work and the flexes also turn blue). Have you checked to see, as Ganonmaster suggested, if the base mesh morphs into the flexes when you scroll through the frames in 3DSMax? (so non-morphed face is on frame 0, it morphs into flex1 on frame 1 etc)
Sat, 07 Dec 2013 15:30:11

Aian

When I scroll the bar in the timeline the model doesn't change. It only works in the channel list at the right, in the morpher modifier window. They are not created. Is there any button for converting the frames from the modifier? I could select the auto key button and redoing them (0 at the start, 100 at the finish), but doing them from the start is a lot of time considering there are about 100 diferent flexes for each model. *Edit, finally done :), it works perfectly in SFM. I was doing wrong the frame thing, but I still have to do this manually though. Thanks to both of you Ganonmaster and Selph80 for the trouble.
Sat, 07 Dec 2013 17:45:03

Selph80

"Aian" said ...
When I scroll the bar in the timeline the model doesn't change. It only works in the channel list at the right, in the morpher modifier window. They are not created. Is there any button for converting the frames from the modifier? I could select the auto key button and redoing them (0 at the start, 100 at the finish), but doing them from the start is a lot of time considering there are about 100 diferent flexes for each model. *Edit, finally done :), it works perfectly in SFM. I was doing wrong the frame thing, but I still have to do this manually though. Thanks to both of you Ganonmaster and Selph80 for the trouble.
Glad it worked ^^ and yeah, I'm also still doing it manually, sadly I haven't found a way to do it automatically as well.
Sat, 07 Dec 2013 17:51:29

Ganonmaster

"Selph80" said ...
Glad it worked ^^ and yeah, I'm also still doing it manually, sadly I haven't found a way to do it automatically as well.
The Wallworm Model Tools contain a feature to do it automatically.