Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
> %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.
Would be better to see the differences.
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).
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).
How will it find the new flexes?