#Having trouble with the making of working eyes in my Playermodel

1 messages · Page 1 of 1 (latest)

high zodiac
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I'm making my own player models for the first time in my life, and despite all the headaches involved, I managed to make two pretty good ones... however, with one of them, I can't get functional eyes to work. I've tried several things: altering the eye bone in the skeleton, using the skeleton from another model of mine that, incredibly, has functional eyes and worked perfectly (but when I put it on this model, it didn't work), I've tried remaking the skeleton, but this specific model just won't have working eyes. In the model viewer and the ragdoll, the eyes work perfectly, looking at the camera and everything, but when used as a player model, it's bugged. When looking straight ahead, the pupil doesn't appear; the pupil/iris only appears when looking very high or very low... Can someone help me and explain why this is happening and how to fix it? I'm losing my mind trying a series of things and failing. I can't find any helpful videos or even videos that talk about eyes compatible with eye posers on YouTube.

(with non-eyeball eye)

winged hearth
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wdym eye bone?

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eyes in Source are not controlled via bones

high zodiac
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yeah ive made a bone called valvebiped.....reye and valvebiped.....leye and i realised it was useless lol, and i removed it but at first glance i tried to see if could fix

winged hearth
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also the issue with it being different on the playermodel is possibly if you based the eye position off the head bone in the QC

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as proportion trick changes bone rotations which can mess up that.

high zodiac
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like this?

winged hearth
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let me grab an example on how to do eyes

winged hearth
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which ive never done so idk how that works

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lemme grab example images

high zodiac
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yeah at first i made this playermodel without eyes and deleted the original blender project and then i decompiled it to make the working eyes

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i also done that with another model of mine and it worked the eyes... so i think that this model in specific has some kind of error that stops from working

winged hearth
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i remember working with a friend and he had to give me his sources because his models just wouldn't decomple fully, it'd just give up at the start

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example of how i get eye position

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creating QC will get you this, i assume you don't need allthis

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but

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$attachment eyes is important aswell

winged hearth
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im thinking of $attachment "eyes"

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which uses absolute for position

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to get $eyes from right and left eye is just

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use the last two values of left and right eye for it's position

high zodiac
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i tried this and it keeps buggy

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also tried this values

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lol this model doesnt want to cooperate LOL

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or im just being dumb? is there more info that must i tell or more to do to fix it?

high zodiac
winged hearth
high zodiac
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i get them from the positions in blender

winged hearth
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maybe see if you can get better cause they look very weird

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you don't need to snap them

high zodiac
winged hearth
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yeah that's not how you get it

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you use a sphere

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and try to make it look right

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though for more cartoony models that can be odd

high zodiac
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yeah his eyes are actually oval here

winged hearth
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wait you have actual spheres on the model?

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you aren't supposed to use spheres, though ive done it a few times, it's not recommended

high zodiac
winged hearth
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scary

high zodiac
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yeah lol

winged hearth
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inside the head lol

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the sphereical look is purely done via shaders so you don't need them to really be round

high zodiac
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i did get eyes working in a non spherical shape, it was some kind of wall with round corners or something, i will show you, and it worked... and i also tried using the same shape of the model that worked but in this model specifically it doesnt

winged hearth
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im just unsure if your eye positions and such are correct.

high zodiac
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this shape worked

winged hearth
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yeah

high zodiac
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(not in the tails one, in the other model)

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i tried to copy that same shape and it doesnt worked, i tried using the skeleton of this model that worked, but it dont work im thinkin my model has some kind of a curse or its just complete garbage LOL

high zodiac
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i dont know why just the playermodel has this glitch, the ragdoll and in model viewer it looks perfect, i think theres something in the playermodel, i noticed that when get from up looking to down looking the eyes go upwards, like if the eyes are inverted or something...

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could the head bone cause this? maybe with it's rotation or something?

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actually they are semi-spheres

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maybe this could help...

winged hearth
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flexcontroller eyes range -30 30 eyes_updown flexcontroller eyes range -30 30 eyes_rightleft

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example

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i realized what issue you were having cause i had something similar and found my dms with my friend that fixed the issue

high zodiac
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IT WORKED, THANKS MAN!! pracok i was losing my mind with this problem lol

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just need some adjustments in the position but its fixed

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oh i have another question, but its about jigglebones, but could i ask here or should i create another post?

high zodiac
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I had made a jigglebone of my other model that's kind of turning the wrong way, for example: I saw that in a car when accelerating, instead of the "ears looking bone" going straight as if the speed were hitting and making them straight, one stays straight and the other turns to the opposite side doing kind of a V, and when reversing it's the opposite (sorry for the bad explanation but I'll try to send a screenshot).

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is it a bone rotation related thing or there isnt a way of doing that?

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i want that when is going forward they are straight and when reversing they kind of converge

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or isnt it possible?

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in the qc:

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$jigglebone "ValveBiped.Bip01_RJet"
{
is_flexible
{
length 5
tip_mass 0
pitch_stiffness 200
pitch_damping 14
yaw_stiffness 200
yaw_damping 14
along_stiffness 100
along_damping 0
yaw_constraint -3 39.999999
yaw_friction 0
yaw_bounce 0
angle_constraint 39.999999
}
}
$jigglebone "ValveBiped.Bip01_LJet"
{
is_flexible
{
length 5
tip_mass 0
pitch_stiffness 200
pitch_damping 14
yaw_stiffness 200
yaw_damping 14
along_stiffness 100
along_damping 0
yaw_constraint -3 39.999999
yaw_friction 0
yaw_bounce 0
angle_constraint 39.999999
}
}

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i tried get some values negative but it doesnt worked

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not only in cars but when walking too

winged hearth
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your bones are rotated incorrectly

winged hearth
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cause then that may it's own problem

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example of one of my models with jigglebones

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iirc roll being -180 is important. and it faces uh

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the bone's tail is going to the right from this side view

high zodiac
winged hearth
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doing proportion trick with the bone means you can't edit it later since it's now baked into those animations to do the trick

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confusing complicated way i do it is seperate the bones that im going to make jigglebones, proportion trick the main armature, and then import that new SMD, delete the mesh and take the original mesh and put armature modifier then export that

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idk how to explain that in a better way but it's dumb how i do it probably

high zodiac
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oh you made the jigglebone in a separated smd?

winged hearth
winged hearth
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im not sure how to explain this well 😭

high zodiac
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so to fixing this, i must redo the proportion trick?

high zodiac
winged hearth
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Proportion trick the model without the jigglebones, then take the proportion tricked model and add your jigglebones to that then just export (preferably to a seperate SMD to keep the original as a backup incase you break shit)

high zodiac
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fixed! thanks!

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but now how to change the direction of rotation

winged hearth
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in edit mode

high zodiac
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it worked, thanks for all the help man

high zodiac
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And theres a way to fix the height of playermodel when sitting/driving? They end up underneath the car.

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I know that it needs to be custom anims but how do i do that?

winged hearth
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i do not know how to do custom animations to fix that

high zodiac
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Ok, i will try asking someone in the server, because idk, it looks pretty difficult actually LMAO

winged hearth
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it involves editing animations which is not my expertise