DigitalEro Offline

Broken face flex in port/hack- but only one

Sat, 08 Feb 2014 21:34:47

Turian_Satyromaniac

Bear with me here, because I'm a total amateur at this. So, I've been working on a port of a nude Garrus Vakarian/turian model that someone made on DeviantArt, and in order to save some time- because the original head on the model didn't have flexes -I hacked on a head from a port of Garrus from ME3 that was identical and already had flexes assigned to it. Fast forward: I've finished the rest of my work, and compile the new model with the face flexes from the model the head is from. All the flexes work, EXCEPT for one: the jaw drop. For some reason, only the back of the mouth goes down, and only like, a teeny tiny bit. Other than that, the mouth stays shut. To reiterate, all the other flexes work just fine, except for that one flex. Does anyone have any idea why this sort of thing would happen? I'm hoping it's obvious to someone with more know-how than me. I can post my raw materials or any other info if necessary. This is really bugging me- the model is pretty much done and ready except for this one problem.
Sat, 08 Feb 2014 22:50:20

Selph80

"Turian_Satyromaniac" said ...
Bear with me here, because I'm a total amateur at this. So, I've been working on a port of a nude Garrus Vakarian/turian model that someone made on DeviantArt, and in order to save some time- because the original head on the model didn't have flexes -I hacked on a head from a port of Garrus from ME3 that was identical and already had flexes assigned to it. Fast forward: I've finished the rest of my work, and compile the new model with the face flexes from the model the head is from. All the flexes work, EXCEPT for one: the jaw drop. For some reason, only the back of the mouth goes down, and only like, a teeny tiny bit. Other than that, the mouth stays shut. To reiterate, all the other flexes work just fine, except for that one flex. Does anyone have any idea why this sort of thing would happen? I'm hoping it's obvious to someone with more know-how than me. I can post my raw materials or any other info if necessary. This is really bugging me- the model is pretty much done and ready except for this one problem.
Note that this is an educated guess, but I could always be wrong. It sounds like you may have cut off a bit too much of the neck of the model that had the flexes. It would explain why only the jaw drop flex doesn't work. The jaw_drop flex uses vertices on the neck for it's deformation (unlike pretty much all of the other flexes) and if you cut it off too high, the vertices that are supposed to deform with that flex are missing which can cause a corrupt flex animation. I'm not sure if there's an easy way to fix it if that's the problem. The only way I know of is to reverse engineer the flexes, create a new jaw flex by yourself and combine those into a new vta file. You might want to wait and see if someone has a better solution though.
Sat, 08 Feb 2014 23:32:42

Turian_Satyromaniac

"Selph80" said ...
"Turian_Satyromaniac" said ...
Bear with me here, because I'm a total amateur at this. So, I've been working on a port of a nude Garrus Vakarian/turian model that someone made on DeviantArt, and in order to save some time- because the original head on the model didn't have flexes -I hacked on a head from a port of Garrus from ME3 that was identical and already had flexes assigned to it. Fast forward: I've finished the rest of my work, and compile the new model with the face flexes from the model the head is from. All the flexes work, EXCEPT for one: the jaw drop. For some reason, only the back of the mouth goes down, and only like, a teeny tiny bit. Other than that, the mouth stays shut. To reiterate, all the other flexes work just fine, except for that one flex. Does anyone have any idea why this sort of thing would happen? I'm hoping it's obvious to someone with more know-how than me. I can post my raw materials or any other info if necessary. This is really bugging me- the model is pretty much done and ready except for this one problem.
Note that this is an educated guess, but I could always be wrong. It sounds like you may have cut off a bit too much of the neck of the model that had the flexes. It would explain why only the jaw drop flex doesn't work. The jaw_drop flex uses vertices on the neck for it's deformation (unlike pretty much all of the other flexes) and if you cut it off too high, the vertices that are supposed to deform with that flex are missing which can cause a corrupt flex animation. I'm not sure if there's an easy way to fix it if that's the problem. The only way I know of is to reverse engineer the flexes, create a new jaw flex by yourself and combine those into a new vta file. You might want to wait and see if someone has a better solution though.
The thing is, the head I used was already in a completely separate SMD from the the body before I even hacked it onto the new body. I haven't tampered with it in any way what so ever. Of course, that leads to another possibility. I have been trying to fix some things around the neck on the body model I'm hacking the head onto. You think by moving around and reweighing vertices there, it's somehow affecting the head and messing up the jaw-drop flex that way? UPDATE: Ok. So, just out of curiosity, I tried re-compiling the original Turian model that I got the head I'm using from. No edits, no fiddling in 3dsMax: I just recompiled it with the original, untouched files. And what do you know, I'm getting the same damn problem. The jaw will not drop. All the other face flexes are fine, but the chin stays in place when I try to do the jaw drop flex. I've tried this on several different Turian models now- ones that I know work in Garry's Mod. I decompile, and then recompile, and none of them come out on the other end with a working jaw-drop. So any new ideas? Am I maybe using a bad compiling program? I'm just using Cannonfodder's compiler. Or is it maybe something wrong with how I'm decompiling my model? Either way, I'm starting to think this isn't something I did wrong in 3dsMax. DOUBLE UPDATE FIXED IT. Turns out my hunch was right. My compiling tools were all borked up and not assembling things properly. Switched some stuff around, and now my Turians actually have working jaws! Hooray!