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Open Source Filmmaker osfm
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Open Source Filmmaker osfm
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spaecii 27 Jun, 2016 @ 4:18pm
Eye Control Problems?! The problems are OVERKILL!
So, I'm having yet ANOTHER problem in SFM! This is OVERKILL.
So, I've been working on this Science Fiction Space Adventure project for a while now, it's under the name GalactiQuest. It's a long SFM film that has taken me a while to make. Well, I'm having a problem I've never had before.

See, I am using the Sci-Fi assets models, they're great for a Science Fiction adventure. Welp, I'm having a problem with the humans. (Models are here: https://sfmlab.com/item/862/)
The humans' eye controls don't work at all.
For example, watch my video about it:
https://www.youtube.com/watch?v=a2mOa9NL0xU

Is there something I'm doing wrong here? Please tell me, because I really like these models and I want to use them.

Well, that is all for today. Any help, as always, is appreciated.
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Showing 1-8 of 8 comments
Kartoffel 27 Jun, 2016 @ 5:02pm 
Alright, so from the looks of things, this model was a part of a dump done by Lt_Commander. It's possible the eye controls weren't set up for this model. If that is indeed the case, then your options are:

1. use a different model
2. fix the model you have

If you post a link to download the specific model, I could take a look at it and troubleshoot it until it works. If I were you though, I'd download Lt_Commander's pack off of the workshop. I'm pretty sure it's on there. Should be the "sci-fi citizen's pack" or something.
Kartoffel 27 Jun, 2016 @ 5:05pm 
They aren't, apparently, but they are here. https://sfmlab.com/item/51/
spaecii 27 Jun, 2016 @ 5:43pm 
Originally posted by Kartoffel:
They aren't, apparently, but they are here. https://sfmlab.com/item/51/
I'll try these out in a bit to see if they work. Thanks for the help.
spaecii 27 Jun, 2016 @ 6:25pm 
Originally posted by Kartoffel:
They aren't, apparently, but they are here. https://sfmlab.com/item/51/
Yeah, I'm gonna have to use different models in this case. Even then they aren't working.
Kartoffel 29 Jun, 2016 @ 6:43pm 
Wow, hold up, just found something to help you. If this is a little late, sorry, but I started having issues with those models too. Here's the solution, as posted by Lt_C on Facepunch.

"I've run into that problem when doing test compiles. I found that the first time that SFM loads new models, they occasionally start with broken eye and face flexes, with their face stuck in a sarcastic 'eye roll' look. I didn't look too much into it, though, because it fixes itself after saving, closing SFM completely, and reloading the dmx. Never happens again.

I'll admit, it's weird stuff though."
spaecii 29 Jun, 2016 @ 7:43pm 
Originally posted by Kartoffel:
Wow, hold up, just found something to help you. If this is a little late, sorry, but I started having issues with those models too. Here's the solution, as posted by Lt_C on Facepunch.

"I've run into that problem when doing test compiles. I found that the first time that SFM loads new models, they occasionally start with broken eye and face flexes, with their face stuck in a sarcastic 'eye roll' look. I didn't look too much into it, though, because it fixes itself after saving, closing SFM completely, and reloading the dmx. Never happens again.

I'll admit, it's weird stuff though."
Hmm. That's interesting. I'll check it out.
BrandyBuizel 18 Jul, 2016 @ 9:32pm 
Originally posted by Thrawn:
So, I'm having yet ANOTHER problem in SFM! This is OVERKILL.
So, I've been working on this Science Fiction Space Adventure project for a while now, it's under the name GalactiQuest. It's a long SFM film that has taken me a while to make. Well, I'm having a problem I've never had before.

See, I am using the Sci-Fi assets models, they're great for a Science Fiction adventure. Welp, I'm having a problem with the humans. (Models are here: https://sfmlab.com/item/862/)
The humans' eye controls don't work at all.
For example, watch my video about it:
https://www.youtube.com/watch?v=a2mOa9NL0xU

Is there something I'm doing wrong here? Please tell me, because I really like these models and I want to use them.

Well, that is all for today. Any help, as always, is appreciated.

Just from a brief look at your video it appears as though you rely too heavily on those sliders. Every model in the SFM uses a viewTarget null object in the head group. You'll want to control the eyes that way a majority of the time by placing it near or in the direction of the object you want a character to be looking at and then use the sliders as supplements. If you leave the local viewTarget alone completely, chances are head movement and rotation will make the eyes look as if they move drastically in one direction because the viewTarget's natural position is very close to the head.

Hope that made enough sense for you to figure out.

-b
spaecii 19 Jul, 2016 @ 11:30am 
Originally posted by BrandyBuizel:
Originally posted by Thrawn:
So, I'm having yet ANOTHER problem in SFM! This is OVERKILL.
So, I've been working on this Science Fiction Space Adventure project for a while now, it's under the name GalactiQuest. It's a long SFM film that has taken me a while to make. Well, I'm having a problem I've never had before.

See, I am using the Sci-Fi assets models, they're great for a Science Fiction adventure. Welp, I'm having a problem with the humans. (Models are here: https://sfmlab.com/item/862/)
The humans' eye controls don't work at all.
For example, watch my video about it:
https://www.youtube.com/watch?v=a2mOa9NL0xU

Is there something I'm doing wrong here? Please tell me, because I really like these models and I want to use them.

Well, that is all for today. Any help, as always, is appreciated.

Just from a brief look at your video it appears as though you rely too heavily on those sliders. Every model in the SFM uses a viewTarget null object in the head group. You'll want to control the eyes that way a majority of the time by placing it near or in the direction of the object you want a character to be looking at and then use the sliders as supplements. If you leave the local viewTarget alone completely, chances are head movement and rotation will make the eyes look as if they move drastically in one direction because the viewTarget's natural position is very close to the head.

Hope that made enough sense for you to figure out.

-b

I did try the viewtarget and it didn't work, but I've tried out some different things and fixed it. Thanks anyways! :)
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