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 More "problems"...

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Emiyuu

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PostSubject: More "problems"...   Thu Nov 19, 2015 8:02 pm

Sorry for double posting but this other issue is really making me rack my brain. x x



What my items.cfg looks like:

Code:
blindeyeL;Blind Eye;Eye.L;0;1
blindeyeR;Blind Eye;Eye.R;0;1
gloweye1L;Red Eye Glow;Eye.L;0;1
gloweye1R;Red Eye Glow;Eye.R;0;1
gloweye2L;Gold Eye Glow;Eye.L;0;1
gloweye2R;Gold Eye Glow;Eye.R;0;1
gloweye3L;Blue Eye Glow;Eye.L;0;1
gloweye3R;Blue Eye Glow;Eye.R;0;1

Everything seems to look fine, but I can't get the eye glows to fit in those dang sockets.

I've seen a previous thread on this, followed it, and it seem to of did no help for me. Any help?
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Witacha
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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 8:14 pm

try with a different head
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Emiyuu

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Age : 16
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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 8:17 pm

I checked just now, and, with no hair on, changing through all the heads, the eye glows don't even seem to show their disproportions either. (IE, above the head.)

So, they don't really work on any heads. x_x

Image example:




EDIT: Changing the codes up a little to make them look like this:

Code:
blindeyeL;Blind Eye;Eye.L;0;1;0
blindeyeR;Blind Eye;Eye.R;0;1;0
gloweye1L;Red Eye Glow;Eye.L;0;1;0
gloweye1R;Red Eye Glow;Eye.R;0;1;0
gloweye2L;Gold Eye Glow;Eye.L;0;1;0
gloweye2R;Gold Eye Glow;Eye.R;0;1;0
gloweye3L;Blue Eye Glow;Eye.L;0;1;0
gloweye3R;Blue Eye Glow;Eye.R;0;1;0

Seemed to of made them appear ABOVE the head, at least I can see them now... I just can't really figure out how to get them to appear in the actual eye sockets. Forgot to mention I was using the skinny FH body from Slycan's pack.
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Witacha
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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 8:34 pm

Well they aren't rigged for the heads your using : )
So you can re-rig them or give up
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Emiyuu

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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 8:39 pm

I'll work on re-rigging them then, thanks for the answer!
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Witacha
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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 8:47 pm

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Nakti
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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 9:05 pm

Try adding ";1" at the end of each line. Will be like this:
Code:
gloweye3R;Blue Eye Glow;Eye.R;0;1;1

This is the number that controls "different rigging" for different heads. If you have "1" and you bone is "Head2" or "Eye.L/R", this will shift your "eyes" up/down to fit the head.
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Emiyuu

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PostSubject: Re: More "problems"...   Thu Nov 19, 2015 9:35 pm

Witacha wrote:
If you don't know how to rig http://www.kitopen.com/t3444-quick-guide-how-to-easily-rig-an-item-with-blender-2-49b ^^

Thank you! I was just looking at that haha.


nakti wrote:
Try adding ";1" at the end of each line. Will be like this:
Code:
gloweye3R;Blue Eye Glow;Eye.R;0;1;1

This is the number that controls "different rigging" for different heads. If you have "1" and you bone is "Head2" or "Eye.L/R", this will shift your "eyes" up/down to fit the head.


Tried that just now, and it's a little closer to where it should be, the eyes seem to be in the right spot, they sound like they need to be moved down and forward a lil. x x;

EDIT:

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ShadoWolfozo

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PostSubject: Re: More "problems"...   Sat Nov 21, 2015 3:13 am

In MagixUnitManager.h you have this section of code

Code:
//Offset
 Vector3 offset = Vector3::ZERO;
 if(mDef->getItemHasOffset(meshName))
 {
 if(mDef->getItemBone(meshName)=="Head2")
 {
 char tHeadID = unit->getHeadEnt()->getMesh()->getName().at(4);
 if(tHeadID!='1' && tHeadID!='5')offset = Vector3(0,0.31,0.19);
 }
 else if(mDef->getItemBone(meshName)=="Eye.L"||mDef->getItemBone(meshName)=="Eye.R")
 {
 char tHeadID = unit->getHeadEnt()->getMesh()->getName().at(4);
 if(tHeadID!='1' && tHeadID!='5')offset = Vector3(-0.01,0.0675,0.35);
 }
 }

this bit here (do a search for 'head2' it's the only thing that comes up)

Code:
if(tHeadID!='1' && tHeadID!='5')offset = Vector3(-0.01,0.0675,0.35);

is the offset for the item. The only problem is head items have their bone tilted so x doesn't actually mean x it's like x-y or whatever... you'd have to play with the numbers to get it right.

So you change the numbers in the brackets after Vector3 and tell it to define this for different heads like 1 and 5 listed above (I think these are for the larger heads?)


Granted I've actually only tried to mess with this once, but yeah that's the offset for alternative riggings if you add '1' at the end of it's item file code. If it works.
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