STEAM 组
Blender Source Tools BleST
STEAM 组
Blender Source Tools BleST
417
游戏中
2,365
在线
成立于
2013 年 11 月 8 日
所有讨论 > Help > 主题详情
Jpuffle5 2017 年 8 月 17 日 下午 7:09
Shape Keys Problem
I made shape keys for a model. I exported the model as dmx and a smd to get the vta. After
compile my shape keys are not the same as they were in Blender. Here is the QC -

$modelname "zp models\jeffery_2\jeffery.mdl"

$model "body" "jeffery (2).dmx" {

flexfile "jeffery.vta"
{
defaultflex frame 0
flex "eye_blink" frame 1
flex "l_eye_mad" frame 2
flex "l_eye_bored" frame 3
flex "l_eye_sad" frame 4
flex "r_eye_mad" frame 5
flex "r_eye_bored" frame 6
flex "r_eye_sad" frame 7
}

flexcontroller phoneme range 0 1 l_eye_mad
flexcontroller phoneme range 0 1 l_eye_bored
flexcontroller phoneme range 0 1 l_eye_sad
flexcontroller phoneme range 0 1 r_eye_mad
flexcontroller phoneme range 0 1 r_eye_bored
flexcontroller phoneme range 0 1 r_eye_sad
flexcontroller phoneme range 0 1 blank
flexcontroller phoneme range 0 1 eye_blink1
flexcontroller phoneme range 0 1 eye_blink2


%l_eye_mad = l_eye_mad
%l_eye_bored = l_eye_bored
%l_eye_sad = l_eye_sad
%r_eye_mad = r_eye_mad
%r_eye_bored = r_eye_bored
%r_eye_sad = r_eye_sad
%eye_blink1 = eye_blink1
%eye_blink2 = eye_blink2
}

$mostlyopaque

$cdmaterials "models\zp models\jeffery"

$surfaceprop "default"
$jointsurfaceprop "bip_body_2" "default"
$jointsurfaceprop "whale" "default"
$jointsurfaceprop "blender_implicit" "default"


$sequence "idle" "jeffery.dmx" {
fps 1
}

$CollisionModel "jeffery_physics.dmx"
{
$mass 0.002
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
$concave

}
最后由 Jpuffle5 编辑于; 2017 年 8 月 18 日 上午 6:23
< >
正在显示第 1 - 15 条,共 20 条留言
xdshot 2017 年 8 月 17 日 下午 7:40 
> %eye_blink1 = eye_blink1
> %eye_blink2 = eye_blink2

You don't seem to have these flexes, but you have eye_blink. Replace those lines with:

%eye_blink = eye_blink

Also, your dmx should already include those flexes if you exported with 'Simple' flex controllers, so you don't need .vta file and vta-related stuff in qc.
xdshot 2017 年 8 月 17 日 下午 7:41 
> my shape keys are not the same as they were in Blender

Would be better to see the differences.
Zappy 2017 年 8 月 18 日 上午 5:40 
As xDShot™ (on vacation) said, DMX models have flexes and flex controllers embedded inside them. And the way you tried to set up the flexes in the $Model command gets (almost) the exact same result as how the Blender Source Tools automatically implements flex controllers when using the "Simple" flex type for the DMX.

The only exception to that is that flex "decay" is enabled by default for VTA and disabled by default for DMX, but as that just makes flexes take some time to "settle in" (which also doesn't work right in Source FilmMaker when exporting a poster or switching to a new shot), that's likely something you don't want to have, anyway (especially considering you have "SFM" in your Steam user-name).
Jpuffle5 2017 年 8 月 18 日 上午 6:29 
I have a new problem. I am animating a whale in SFM, and if I replace the model files with the new ones, which have new shape keys/flexes, it disorts the animated model.
Zappy 2017 年 8 月 18 日 上午 6:30 
I have a new problem. I am animating a whale in SFM, and if I replace the model files with the new ones, which have new shape keys/flexes, it disorts the animated model.
You can try right-clicking the model's animationset and choosing "Utilities" > "Re-attach to model" or such. Do keep a backup of the session, though.
Jpuffle5 2017 年 8 月 18 日 上午 6:32 
引用自 Zappy
I have a new problem. I am animating a whale in SFM, and if I replace the model files with the new ones, which have new shape keys/flexes, it disorts the animated model.
You can try right-clicking the model's animationset and choosing "Utilities" > "Re-attach to model" or such. Do keep a backup of the session, though.
What will that do?
Zappy 2017 年 8 月 18 日 上午 6:38 
What will that do?
Source FilmMaker doesn't say "okay, at this point, the bip_head bone is here", it says "okay, at this point, bone number 7 is here". It generates a list of user-friendly bone names for the user, which the bone numbers correspond correctly to.

The "Re-attach to model" thing then looks up what bone names are currently what bone numbers on the animationset, and then it re-generates the list for bone-name-to-number based on the current model, while moving the old bip_head's animation (maybe bone 7) to the new bip_head's animation (maybe bone 21 now).


In simpler terms, it looks at what used to be bip_head, then moves what is currently bip_head over there. The same goes for all other bones (and flexes).
Jpuffle5 2017 年 8 月 18 日 上午 6:46 
引用自 Zappy
What will that do?
Source FilmMaker doesn't say "okay, at this point, the bip_head bone is here", it says "okay, at this point, bone number 7 is here". It generates a list of user-friendly bone names for the user, which the bone numbers correspond correctly to.

The "Re-attach to model" thing then looks up what bone names are currently what bone numbers on the animationset, and then it re-generates the list for bone-name-to-number based on the current model, while moving the old bip_head's animation (maybe bone 7) to the new bip_head's animation (maybe bone 21 now).


In simpler terms, it looks at what used to be bip_head, then moves what is currently bip_head over there. The same goes for all other bones (and flexes).
Will this let me use the new flexes?
Zappy 2017 年 8 月 18 日 上午 6:49 
Will this let me use the new flexes?
Yes.
Jpuffle5 2017 年 8 月 18 日 上午 7:00 

引用自 Zappy
Source FilmMaker doesn't say "okay, at this point, the bip_head bone is here", it says "okay, at this point, bone number 7 is here". It generates a list of user-friendly bone names for the user, which the bone numbers correspond correctly to.

The "Re-attach to model" thing then looks up what bone names are currently what bone numbers on the animationset, and then it re-generates the list for bone-name-to-number based on the current model, while moving the old bip_head's animation (maybe bone 7) to the new bip_head's animation (maybe bone 21 now).


In simpler terms, it looks at what used to be bip_head, then moves what is currently bip_head over there. The same goes for all other bones (and flexes).
Will this let me use the new flexes?


引用自 Zappy
Will this let me use the new flexes?
Yes.
How will it find the new flexes?
最后由 Jpuffle5 编辑于; 2017 年 8 月 18 日 上午 7:00
Zappy 2017 年 8 月 18 日 上午 7:05 
How will it find the new flexes?
It doesn't only look at what existing old controls would map to what current controls, it also brings in new controls that weren't there before.
Jpuffle5 2017 年 8 月 18 日 上午 7:09 
I don't get how it finds the new ones.
Zappy 2017 年 8 月 18 日 上午 7:11 
I don't get how it finds the new ones.
The exact same way as if you were to spawn the model in a completely new session.
Jpuffle5 2017 年 8 月 18 日 上午 7:15 
I have a model that I have animated in SFM. I went back to fix some shape keys/flexes in Blender. If I recompile the model it will mess up past animations.
最后由 Jpuffle5 编辑于; 2017 年 8 月 18 日 上午 7:15
Zappy 2017 年 8 月 18 日 上午 7:20 
I have a model that I have animated in SFM. I went back to fix some shape keys/flexes in Blender. If I recompile the model it will mess up past animations.
Refer to comment #5 of this thread.
< >
正在显示第 1 - 15 条,共 20 条留言
每页显示数: 1530 50

所有讨论 > Help > 主题详情
发帖日期: 2017 年 8 月 17 日 下午 7:09
回复数: 20