DigitalEro Offline

Issues setting up eyeposing (resolved)

Tue, 09 Apr 2013 06:59:09


Issues have been resolved. I've been messing around with porting XNALara models to source compliant models, which has been kind of successful (the basic model works in SFM) and for the next step I wanted to try and learn how to add proper eyeposing to a model (with the Eyerefract eyeshader). Now I've been unable to find proper explanations on how it works, so I've decided to just do something with the information snippets I've found online. This is the result: What I've done is simply applied 2 textures (eyeball_r.tga and eyeball_l.tga) via the material editor to the eyes of the model in 3DSMax. Followed this ( tutorial on eye positioning for the qc file and added these lines:
     eyeball righteye "ValveBiped.Bip01_Head1" -1,272 -2,193 63,461 "eyeball_r" 1 4 "ValveBiped.Bip01_Head1" 0.63
     eyeball lefteye "ValveBiped.Bip01_Head1" 1,276 -2,193 63,461 "eyeball_l" 1 -4 "ValveBiped.Bip01_Head1" 0.63

$attachment "eyes" "ValveBiped.Bip01_Head1" 0,002 0 0 absolute
To test it, I used eyeball_r.vmt and eyeball_l.vmt files from LordAardvarks Rebecca Chambers model (to see if it works and change it to the proper ones afterwards. Now the question is, does anyone who has experience with setting up eyes in this way, have any idea where I might be going wrong? EDIT: Alright, so I've found my problem (I had input incorrect values into the qc file), but I still have a slight problem: I can correct this by rotating the pelvis so her eyes line up with the viewtarget and then rotate her back by rotating the body as a whole, but I'm wondering if someone knows what I did wrong, so I could maybe properly fix it instead of using this semi-fix. EDIT2: Aaaand I've fixed that as well, I just needed to also add the mouth attachment. No more help required so the topic can be closed.