Closed sabre12112 closed 4 years ago
Alright, have you tested said improved faceposer tool, does it handle those flexes?
But either way, I will need any model that has one of such flexes to look into this. If there isn't one built-in/in TF2 by default, I will need one linked to me. You can send it to my email in the readme of this repo.
I'll send you the model today when I get back home from school. but while that, if you have TF2 game, let Gmod mount it, and spawn one of the 8 classes, suggest you to start from scout to the last one, there are standard and Hardware Morphs (aka HWM), choose Hardware Morphs and look for the eyelid flexes, once you use the face poser on it, you'll see that the eyelids close only from the bottom and not the top.
On Mon, 20 Jan 2020 1:12 am Rubat, notifications@github.com wrote:
Alright, have you tested said improved faceposer tool, does it handle those flexes?
But either way, I will need any model that has one of such flexes to look into this. If there isn't one built-in/in TF2 by default, I will need one linked to me. You can send it to my email in the readme of this repo.
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by the way, I tried to do another test with those improved faceposer tools. Turns out that they don't affect the multi flex controller to work, instead, it add negative values for the flex controllers.
On Mon, 20 Jan 2020 1:12 am Rubat, notifications@github.com wrote:
Alright, have you tested said improved faceposer tool, does it handle those flexes?
But either way, I will need any model that has one of such flexes to look into this. If there isn't one built-in/in TF2 by default, I will need one linked to me. You can send it to my email in the readme of this repo.
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/Facepunch/garrysmod-issues/issues/4139?email_source=notifications&email_token=ALK7OB4C2Y5N42AU3XVXMKDQ6TM57A5CNFSM4KI4DYO2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOEJK7IDQ#issuecomment-576058382, or unsubscribe https://github.com/notifications/unsubscribe-auth/ALK7OB542EN4LXNXEABDA23Q6TM57ANCNFSM4KI4DYOQ .
How are you defining these flexes in the .qc? I cannot find any information about this.
well um, I don't do that in the qc file, I only add the flexes in the qc file if there was non HWM flexes, so lemme clarify; there .SMD and .DMX format for the model to be exported from blender, by using BST (aka Blender Source Tools), the version of BST i'm using is v2.10.2, for blender v2.79b. now, I've found a guide on how to make advanced shapekeys in blender for SFM (although SFM and GMOD do have some common system), a guide made Pte Jack. here's the link : https://steamcommunity.com/sharedfiles/filedetails/?id=245723825
now, I've also realized, there's that part of lines that says : "rawControlNames" "string_array" ["CloseLidUp" "CloseLidLo"] "eyelid" "bool" "0"
this part is the one that makes the two shapes for the eyelids have mutli_flexcontroller, but also after we put 1 instead of 0 for the "eyelid" "bool", it suddenly creates another flex controller called "Blink", which doesn't do anything at all!!!
and from here, I'm still confused why the multi_flexcontroller works fine in hlmv, but not in GMOD. I've found already a solution for that, but I want to keep that "Blink" flex for some cases. but if you can't fix the issue, than I understand. it's not that big of an issue, but seeing it works in SFM and not in GMOD makes me go crazy to fix it!
oh, in another words, go into the "Advanced Shapekeys" Tab, and from there you can read what it produce.
On Thu, 23 Jan 2020 at 15:42, sabre 1211 sabre12112@gmail.com wrote:
well um, I don't do that in the qc file, I only add the flexes in the qc file if there was non HWM flexes, so lemme clarify; there .SMD and .DMX format for the model to be exported from blender, by using BST (aka Blender Source Tools), the version of BST i'm using is v2.10.2, for blender v2.79b. now, I've found a guide on how to make advanced shapekeys in blender for SFM (although SFM and GMOD do have some common system), a guide made Pte Jack. here's the link : https://steamcommunity.com/sharedfiles/filedetails/?id=245723825
now, I've also realized, there's that part of lines that says : "rawControlNames" "string_array" ["CloseLidUp" "CloseLidLo"] "eyelid" "bool" "0"
this part is the one that makes the two shapes for the eyelids have mutli_flexcontroller, but also after we put 1 instead of 0 for the "eyelid" "bool", it suddenly creates another flex controller called "Blink", which doesn't do anything at all!!!
and from here, I'm still confused why the multi_flexcontroller works fine in hlmv, but not in GMOD. I've found already a solution for that, but I want to keep that "Blink" flex for some cases. but if you can't fix the issue, than I understand. it's not that big of an issue, but seeing it works in SFM and not in GMOD makes me go crazy to fix it!
I know you are eager to hear progress on this, I have been narrowing down the issue but I don't have a fix. What's even more perplexing is that the exact same code works properly on clientside only models. (For example the spawnicon editor has those flexes working correctly)
It also doesn't appear to be anything to do with HWM flexes, unless the normal "non HWM" scout model is actually a HWM model.
understandable. thank you for trying and I really appreciate it ^_^ thanks again for your help and for the respond.
hope to see you next time, have a wonderful day/night! 👋😁
On Wed, 12 Feb 2020 at 20:50, Rubat notifications@github.com wrote:
I know you are eager to hear progress on this, I have been narrowing down the issue but I don't have a fix. What's even more perplexing is that the exact same code works properly on clientside only models. (For example the spawnicon editor has those flexes working correctly)
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Ok I figured it out.
It wasn't broken in the engine after all, it was the Faceposer tool itself. There are certain flex controllers that are hidden because they were deemed useless since they seemingly didn't do anything, so they were forced to 0 which was the problem.
I will change the built-in Faceposer to no longer force those flexes to 0 and instead leave them to their default values.
This change will hit the "Dev" beta branch within a few hours.
YES!!! THANK YOU SO MUCH!!!
now this is going to be very very exciting!!!
again thanks a lot, you are the best ^_^ <3
On Thu, 13 Feb 2020 at 18:32, Rubat notifications@github.com wrote:
Closed #4139 https://github.com/Facepunch/garrysmod-issues/issues/4139.
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please, let me known the fix is applied, thanks again c:
On Thu, 13 Feb 2020 at 18:32, Rubat notifications@github.com wrote:
Closed #4139 https://github.com/Facepunch/garrysmod-issues/issues/4139.
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hi again Rubat. I tested out the change you did for the face poser tool in the "Dev" beta branch, and it's working very well, especially for this issue I showed you since then. here just to make sure that they are working well and that I'm in the "Dev" beta branch : Screenshot (23412).png https://drive.google.com/file/d/1B07wTE5xXwKMN3KL6nLxhkEOurv1MvK3/view?usp=drive_web Screenshot (23413).png https://drive.google.com/file/d/17H-aihzk-OEdGsDN2sETeHo8oMM7ChrF/view?usp=drive_web Screenshot (23414).png https://drive.google.com/file/d/1fvhGQXsdYZtMBfywcsSmPftqnBpDpDSP/view?usp=drive_web Screenshot (23415).png https://drive.google.com/file/d/15NlgIhU0JsbmFbglHPMxCMcmJ14O8nuy/view?usp=drive_web Screenshot (23416).png https://drive.google.com/file/d/1Q5CMUZnWjgnFEivJ3N74kiyDvmrOcmH_/view?usp=drive_web Screenshot (23417).png https://drive.google.com/file/d/1gEEm2pvjdRpLPtHBRy3T2fjaupXfxfKC/view?usp=drive_web Screenshot (23418).png https://drive.google.com/file/d/1-advU_BrkKeuAoZRShxOcVvQRKo1d2nn/view?usp=drive_web Screenshot (23419).png https://drive.google.com/file/d/1wBFYTYgHrVaVi0EBoWstiI2G-Pai3TBF/view?usp=drive_web Screenshot (23420).png https://drive.google.com/file/d/1W0v8IlE5zDXR5aU1pD9VyiaNqMmuLYbp/view?usp=drive_web Screenshot (23421).png https://drive.google.com/file/d/1EVG48yXgIskTzwCzFzk0CGvT6EemWu-I/view?usp=drive_web Screenshot (23422).png https://drive.google.com/file/d/1x9AOhaaQLNAUMR_iJh4kRc9ouJJ6cuh4/view?usp=drive_web Screenshot (23423).png https://drive.google.com/file/d/1239_JYhhCFknm8FIRiq9m41vMvk7h4pg/view?usp=drive_web Screenshot (23424).png https://drive.google.com/file/d/1irc0yEcr6Uj-J3Q8-Duh8PptVGQqmdrV/view?usp=drive_web Screenshot (23425).png https://drive.google.com/file/d/1H4jjnZW0myrUi3-QANC4Z5tHlabfsnGm/view?usp=drive_web Screenshot (23426).png https://drive.google.com/file/d/1Rrrj5qiWfgLqAwevYfgnSAZ4En3MWxaZ/view?usp=drive_web Screenshot (23427).png https://drive.google.com/file/d/14UCihDv7V4D4dzkDpnoIv2b0tXVHSDjV/view?usp=drive_web Screenshot (23428).png https://drive.google.com/file/d/137HcslcfoU15hBsRMhmHR7nsgD9r2b3w/view?usp=drive_web Screenshot (23429).png https://drive.google.com/file/d/1abi0l09So1Ce-iBDeQH8SdB4hccRGHqw/view?usp=drive_web Screenshot (23430).png https://drive.google.com/file/d/1Op3Z6gAUHo8BuSMBgOPM6CYNycwfvQNL/view?usp=drive_web Screenshot (23431).png https://drive.google.com/file/d/1MJp3XdmbVd6IIUZ9qiOSQvBcYTvdotyE/view?usp=drive_web Screenshot (23432).png https://drive.google.com/file/d/1ZpO0WxZRbdnsjmZeAOzI_M8WIgKG-46E/view?usp=drive_web Screenshot (23433).png https://drive.google.com/file/d/1wwakO19bdSF3SCnAK71sq8p3QiWdYWto/view?usp=drive_web Screenshot (23434).png https://drive.google.com/file/d/1hUMLkY28ErQQkP6a-Ryx1fCNSJ9lP_hx/view?usp=drive_web Screenshot (23435).png https://drive.google.com/file/d/1iq-MrxfmM82QcgOdyFLV8F2WGXutWpgm/view?usp=drive_web Screenshot (23436).png https://drive.google.com/file/d/1uPmkBcFnFCu3hWYm8HmNQA7Z-j361X5k/view?usp=drive_web Screenshot (23437).png https://drive.google.com/file/d/1EydlN1wuhxQE67bkESRHHQL-ByMmYDKF/view?usp=drive_web Screenshot (23438).png https://drive.google.com/file/d/1sz66ZT_cpvZXkaD8rtVpBrLoCLyQoV9u/view?usp=drive_web Screenshot (23439).png https://drive.google.com/file/d/1Wchn_jvW28_PxGvREYVQwaswZrsGF0R7/view?usp=drive_web Screenshot (23440).png https://drive.google.com/file/d/1ehvzGJw95Ic7HJ3FWGSWVTiAECNnx76Z/view?usp=drive_web Screenshot (23441).png https://drive.google.com/file/d/1EMSCaYnNFa7hTInun-KrFDRQStPcylzg/view?usp=drive_web Screenshot (23442).png https://drive.google.com/file/d/1EkS_9OnLKJeTpHAZLkbUMTqihmpW2VFf/view?usp=drive_web Screenshot (23443).png https://drive.google.com/file/d/1tPudtey2tYzZboRPAVEQnNWlcu7J_ope/view?usp=drive_web
they are working excellent on tf2 models, but generally the face poser tool now working great one every model that have these kind of flexes. thanks again Rubat, I'm so honored to interact and be patient with you on this.
please let me know when the next update for the face poser is coming, I'm soo excited to work on my animation project this year ^_^
On Thu, 13 Feb 2020 at 18:32, Rubat notifications@github.com wrote:
[image: image] https://user-images.githubusercontent.com/3299036/74456188-19e5c580-4e8f-11ea-8528-76a6af662951.png
Ok I figured it out.
It wasn't broken in the engine after all, it was the Faceposer tool itself. There are certain flex controllers that are hidden because they were deemed useless since they seemingly didn't do anything, so they were forced to 0 which was the problem.
I will change the built-in Faceposer to no longer force those flexes to 0 and instead leave them to their default values.
This change will hit the "Dev" beta branch within a few hours.
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alright, were do I begin with......
recently, me and my friend were working on tf2 femsniper model to improve it for gmod. my task is to make that model have HWM flexes, and by that, I had to go into the text edit in blender, do that steps that I've followed, and compile the model.
now, here's were the part is confusing : in HLMV (Half-Life Model Viewer), I tested the model and it's eyelid flexes that have three controllers : one for the right flex controller, and the second is for the left flex controller, and the third one is the multi flex controller, by multi it changes the flexes transition, so example : shape_1 to shape_2
in gmod, however, when I move that multi flex controller, it only sticks to one shape, so it only closes to one of the eyelid shapes, either top or lower.
now, this is not exactly focused on TF2 Models, but generally on all the models that have HWM flexes.
however, there's is another face poser improved tool is around the workshop, but I'm not really used to it, I prefer to stick with the default one from gmod itself.
I was wondering if there's a fix for that, hope that would be precised enough.
if you need some images, please do reply so I can send some with proper and clarifying, I would love to do that ^_^