Well I just did the eyes first time getting them to work so yay. But the 
eyes don't follow me, nor does the head. and the facial flexes still 
don't work...I'll upload the file if anyone wants to help me. Of course 
atm i'm on limited bandwidth after maxing my tri-montly limit by 280% 
-.- (Major game downloading from steam, since did a reformat on all 7 
machines and each of them has their accounts. so yeah, that plus the 
rigs the folks at RWS was 2gb compressed. Sooo...) Yeah don't want to 
upload for any random person to take a look.

New addition to QC:

$model "MikeJ" "MikeJ\MikeJ_EYES.smd" {
    eyeball righteye "ValveBiped.Bip01_Head1" 1.16 -2.83 66.53 
"eyeball_r" 1.00 4 "pupil_r" 0.63
    eyeball lefteye "ValveBiped.Bip01_Head1" -1.24 -2.83 66.50 
"eyeball_l" 1.00 -4 "pupil_l" 0.63

    eyelid  upper_right "Shared/Avg_Male_Shared" lowerer 1 -0.18 neutral 
0 0.17 raiser 2 0.27 split 0.1 eyeball righteye
    eyelid  lower_right "Shared/Avg_Male_Shared" lowerer 3 -0.31 neutral 
0 0.17 raiser 4 -0.07 split 0.1 eyeball righteye
    eyelid  upper_left "Shared/Avg_Male_Shared" lowerer 1 -0.16 neutral 
0 0.19 raiser 2 0.30 split -0.1 eyeball lefteye
    eyelid  lower_left "Shared/Avg_Male_Shared" lowerer 3 -0.28 neutral 
0 0.19 raiser 4 -0.05 split -0.1 eyeball lefteye

    mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0     // mouth illumination
    flexfile "Shared/Avg_Male_Shared" {
        $include "../standardflex_xsi.qci"
    }
    $include "../facerules_xsi.qci"
    $include "../bodyrules_xsi.qci"
}

Jed wrote:
>> You're including a bunch of _xsi.qci files...weren't you using Max?
>>     
>
> Doesn't matter at all. It's just a filename. a QCI file is just
> another file with QC commands in that can be included in another QC
> file. Its like headers in C++.
>
>   
>> Great so I can't use the valve default qci? And sorry this is the first
>>  time I recreated the full 34 facial flexes. So how do I make facial
>>  expressions work with my max export?
>>     
>
> Yes you can. Everything in the SDK samples works as long as you export
> your SMDs and VTAs correctly.
>
> The only thing I picked up on is that you haven't yet set-up you're
> eyes. Some of the flexes depend on those so it might be an idea to set
> them up.
>
> Also, if you want to just do some basic testing you could easily
> comment out some of the flexes you havent made yet in
> standardflex_xsi.qci. That file defines what flexes are on what frame
> of your VTA.
>
> facerules_eyes.qci and facerules_xsi.qci are also important as they
> set-up/refer to flexes you may not of set-up yet.
>
> - Jed
>
>
>   
>>  Tom Edwards wrote:
>>  > You're including a bunch of _xsi.qci files...weren't you using Max?
>>  >
>>  > Jake Breen wrote:
>>  >
>>  >> Okay, I have a horrible problem I just don't understand..I compiled the
>>  >> model with flexes, but they don't show at all. Well they show in the
>>  >> flex tab but don't show on the face. They flex model and the actual
>>  >> model are exactly the same. No difference at all.
>>  >>
>>  >> I haven't added Source eyes so I commented them out.
>>  >>
>>  >> Help D:
>>  >>
>>  >> QC:
>>  >>
>>  >> 
>> /////////////////////////////////////////////////////////////////////////////
>>  >> //
>>  >> // Postal 2 Source Port Quake C Script
>>  >> // Remember to add the file ext at the end of mesh/animations filepaths
>>  >> //
>>  >> //                -Jake
>>  >> 
>> /////////////////////////////////////////////////////////////////////////////
>>  >>
>>  >> // Call the Current Directory
>>  >> $cd "C:\Projects\Postal2\SourcePort\Characters"
>>  >>
>>  >> //start eye/face data
>>  >> $eyeposition 0 0 70
>>  >>
>>  >> // head controllers
>>  >> $attachment "eyes" "ValveBiped.Bip01_Head1" -0.0454 -3.2682 67.3843 
>> absolute
>>  >> $attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.50 0.10 rotate 0
>>  >> -80 -90
>>  >> $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0 90 
>> 90
>>  >>
>>  >> // Attachments
>>  >> $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00
>>  >> 0.00 0.00 rotate -90.00 -90.00 0.00
>>  >> $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00
>>  >> 0.00 -0.00 rotate -90.00 -90.00 0.00
>>  >> $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00
>>  >> -0.00 rotate -90.00 -90.00 0.00
>>  >>
>>  >> // Model stuffz
>>  >> $modelname "Postal 2\MikeJ.mdl"
>>  >> $model "MikeJ" "MikeJ\mikej.smd" {
>>  >>     //eyeball righteye "ValveBiped.Bip01_Head1" -1.2562 -3.2682 67.382
>>  >> "eyeball_r" 1 4 "pupil_r" 0.63
>>  >>     //eyeball lefteye "ValveBiped.Bip01_Head1" 1.1654 -3.2682 67.3866
>>  >> "eyeball_l" 1 -4 "pupil_l" 0.63
>>  >>
>>  >>     eyelid  upper_right "Shared/Avg_Male_Shared" lowerer 1 -0.1353
>>  >> neutral 0 0.1096 raiser 2 0.1912 split 0.1 eyeball righteye
>>  >>     eyelid  lower_right "Shared/Avg_Male_Shared" lowerer 3 -0.2482
>>  >> neutral 0 -0.1349 raiser 4 -0.0396 split 0.1 eyeball righteye
>>  >>     eyelid  upper_left "Shared/Avg_Male_Shared" lowerer 1 -0.1353
>>  >> neutral 0 0.1096 raiser 2 0.1912 split -0.1 eyeball lefteye
>>  >>     eyelid  lower_left "Shared/Avg_Male_Shared" lowerer 3 -0.2482
>>  >> neutral 0 -0.1349 raiser 4 -0.0396 split -0.1 eyeball lefteye
>>  >>     mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0     // mouth 
>> illumination
>>  >>
>>  >>     flexfile "Shared/Avg_Male_Shared.vta" {
>>  >>         $include "Shared/standardflex_xsi.qci"
>>  >>     }
>>  >>
>>  >>     $include "Shared/facerules_xsi.qci"
>>  >>     $include "Shared/bodyrules_xsi.qci"
>>  >>
>>  >> }
>>  >> $cdmaterials "models\Postal 2\Avg_Male\"
>>  >>
>>  >> // Hitting Boxes :O
>>  >> $hboxset "default"
>>  >> $hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  
>> 3.310
>>  >> $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510
>>  >> 1.750  2.250
>>  >> $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000
>>  >> 1.810  1.620
>>  >> $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  
>> 2.500
>>  >> $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390
>>  >> 2.000  2.750
>>  >> $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500
>>  >> 1.800  2.450
>>  >> $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  
>> 1.500
>>  >> $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750
>>  >> 3.250
>>  >> $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490
>>  >> 2.720
>>  >> $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000
>>  >> 2.160
>>  >> $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000
>>  >> 2.460
>>  >> $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750
>>  >> 3.250
>>  >> $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490
>>  >> 3.180
>>  >> $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990
>>  >> 2.720
>>  >> $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000
>>  >> 2.100
>>  >> $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500
>>  >> 5.000
>>  >> $hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500
>>  >> 7.000
>>  >>
>>  >>
>>  >> $surfaceprop "flesh"
>>  >> $illumposition -0.000 0.637 36.119
>>  >>
>>  >> // Model Libs
>>  >> $includemodel "humans/male_shared.mdl"
>>  >> $includemodel "humans/male_ss.mdl"
>>  >> $includemodel "humans/male_gestures.mdl"
>>  >> $includemodel "humans/male_postures.mdl"
>>  >> $includemodel "m_anm.mdl"
>>  >> $includemodel "m_ss.mdl"
>>  >>
>>  >> // Sequences
>>  >> $sequence ragdoll "MikeJ\ragdoll_seq.smd" ACT_DIERAGDOLL 1 fps 30.00
>>  >> $proceduralbones "MikeJ\male.vrd"
>>  >>
>>  >> // Ik Chains
>>  >> $ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
>>  >> $ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
>>  >> $ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
>>  >> $ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
>>  >>
>>  >> // Ragdoll
>>  >> $collisionjoints "MikeJ\ragdoll.smd" {
>>  >>
>>  >>     $mass 90.0
>>  >>     $inertia 10.00
>>  >>     $damping 0.01
>>  >>     $rotdamping 1.50
>>  >>     $rootbone "valvebiped.bip01_pelvis"
>>  >>     $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 
>> 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 
>> 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 
>> 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 
>> 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 
>> 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 
>> 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 
>> 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 
>> 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00
>>  >>
>>  >>     $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
>>  >>     $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00
>>  >>     $animatedfriction 1.000 400.000 0.500 0.000 0.300
>>  >> }
>>  >>
>>  >>
>>  >> _______________________________________________
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>> please visit:
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>>  >>
>>  >>
>>  >>
>>  >>
>>  >
>>  >
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>>  >
>>  >
>>  >
>>
>>
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