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All Discussions > Help > Topic Details
Need help trying to get EyeRefract to work
hell it doesn't necessarily have to be eye refract either

but it's a uv sphere that's 2.5 units big with 16 segments and rows.

the original texture for the eye was 512 × 512 px I shrank it down to 128

the left eye's position is 1.44647 × -1.03143 × 74.2242

I'm really pulling my hair out at this point, any help would be great

EDITS:

Sorry, here's the QC I had

$modelname "nitpick/bonnie/bonnie.mdl"

$eyeposition 0 0 70

//head controllers
$attachment "eyes" "bip_head" 1.45 0.00 74.22 absolute
$attachment "mouth" "bip_head" 0.80 -5.80 -0.15 rotate 0 -80 -90

//1.44647 -1.02648 74.2242

$model "bip_body" "head.dmx" {
eyeball righteye "bip_head" 1.44647 -1.03143 74.2242 "eyeball_r" 1.00 0 "pupil_r" 1.00
eyeball lefteye "bip_head" -1.44647 -1.03143 74.2242 "eyeball_l" 1.00 0 "pupil_l" 2.00

mouth 0 "mouth" "bip_head" 0 1 0 // mouth illumination

flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
}

$cdmaterials "models/nitpick/bonnie"

$MostlyOpaque

$bodygroup Bonnie
{
studio "body.dmx"
}

$surfaceprop "flesh"

$TextureGroup "bonnie"
{
{ "body" }
}

$sequence "idle" "body.dmx" loop fps 1
Last edited by Vector Impulse; 2 Aug, 2019 @ 8:09am
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Showing 1-4 of 4 comments
xdshot 1 Aug, 2019 @ 11:18pm 
EyeRefract is not UV mapped. You might have any uv data on eye balls. Take a look how standard eyes done.
Zappy 1 Aug, 2019 @ 11:32pm 
What is the problem, exactly? You've stated some information (though lacking the QC file's contents), but nothing suggesting what's wrong, nor even directly if anything is wrong.
Vector Impulse 2 Aug, 2019 @ 8:13am 
Originally posted by Zappy:
What is the problem, exactly? You've stated some information (though lacking the QC file's contents), but nothing suggesting what's wrong, nor even directly if anything is wrong.
You're right, sorry, I added the QC. The eye's are very distorted and weird looking. I had someone show me that it's because the models bones not having the prefix "bip_"

Oh, and the specific model needs to be broken up into separate attachment parts for it to work.
Last edited by Vector Impulse; 2 Aug, 2019 @ 8:18am
Pte Jack 2 Aug, 2019 @ 9:56am 
Attachments and eyeballs were not set to the proper bone. Missing attachments for righteye and lefteye. Coords were off and x axis coords were reversed (right was positive, left was negative). Iris values not set properly. Missing data in EyeRefract shader.

https://i.imgur.com/glPNv19.png

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All Discussions > Help > Topic Details
Date Posted: 1 Aug, 2019 @ 3:03pm
Posts: 4