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View target position
I've gotten the eye controllers working properly on one of my models, with the exception of one last step: the view target. I couldn't figure out a solution from the threads I found on the subject. As far as I understand, it's this line in the QC that controls the starting positon of the view target:

$eyeposition 0 0 70

Yet when I change it to correspond to the Z value for the eyes, it still ends up way up above when spawing in the character:

Exhibit A[i.imgur.com]
Exhibit B[i.imgur.com]

The export works as expected when changing all the other lines, it's just this one that doesn't stick.

My QC code for the eyes:

//start eye/face data $eyeposition 0 0 35 //head controllers $attachment "eyes" "Head" 0.00 -3.83 35.25 absolute $attachment "mouth" "Head" 0.80 -5.80 -0.15 rotate 0 -80 -90 $model "body" "Pao Pao.dmx" { flexcontroller eyes range -90 90 eyes_updown flexcontroller eyes range -90 90 eyes_rightleft eyeball righteye "Head" -1.33 -3.6 35.25 "eyeball_r" 1.00 1 "grn_pupil_r" 0.63 eyeball lefteye "Head" 1.33 -3.6 35.25 "eyeball_l" 1.00 -1 "grn_pupil_l" 0.63 mouth 0 "mouth" "head" 0 1 0 // mouth illumination } //end eye/face data

Cheers.
Last edited by GoblinCrusher; 2 Nov, 2018 @ 1:30pm
Originally posted by Zappy:
Originally posted by GoblinCrusher:
I've gotten the eye controllers working properly on one of my models, with the exception of one last step: the view target. I couldn't figure out a solution from the threads I found on the subject. As far as I understand, it's this line in the QC that controls the starting positon of the view target: $eyeposition 0 0 70 -
It's not. $EyePosition is only for AI stuff, as in enemies in games and such, as in completely irrelevant for Source Filmmaker and stuff like that.

You can't set the default viewTarget bone location for a model in Source Filmmaker. It spawns that high and that much in front of the model, whether you like it or not. The closest that you can get probably just involves using the "localViewTargetFactor" slider within Source Filmmaker or such, making the model simply ignore that bone.


Edit: Technically, you can make the viewTarget bone in Source Filmmaker appear in the right location relative to the model by default, but as that involves simply just making the model itself bigger to make the model fit the viewTarget's default rather than the other way around, that's probably not what you'd like to do.
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The author of this thread has indicated that this post answers the original topic.
Zappy 2 Nov, 2018 @ 1:40pm 
Originally posted by GoblinCrusher:
I've gotten the eye controllers working properly on one of my models, with the exception of one last step: the view target. I couldn't figure out a solution from the threads I found on the subject. As far as I understand, it's this line in the QC that controls the starting positon of the view target: $eyeposition 0 0 70 -
It's not. $EyePosition is only for AI stuff, as in enemies in games and such, as in completely irrelevant for Source Filmmaker and stuff like that.

You can't set the default viewTarget bone location for a model in Source Filmmaker. It spawns that high and that much in front of the model, whether you like it or not. The closest that you can get probably just involves using the "localViewTargetFactor" slider within Source Filmmaker or such, making the model simply ignore that bone.


Edit: Technically, you can make the viewTarget bone in Source Filmmaker appear in the right location relative to the model by default, but as that involves simply just making the model itself bigger to make the model fit the viewTarget's default rather than the other way around, that's probably not what you'd like to do.
Last edited by Zappy; 2 Nov, 2018 @ 1:42pm
GoblinCrusher 2 Nov, 2018 @ 3:48pm 
Oh, all right then.

I found a half-way fix that's less finnicky than just manually matching the view target position to eye level: selecting the view target and pulling the Zero slider halfway to the right will get it to about the right Z value, then it's just a matter of pulling it a bit further out.
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Date Posted: 2 Nov, 2018 @ 1:29pm
Posts: 2