Do you know how I could add face flexes and then use this to do the other stuff?
If this process was easy to automate I would, but it's not as easy as doing that with the other features as you would need to make shape keys for many of the flex poses (ex. eyes looking up, smiling, and much more) individually, if I do add flex to the program I wouldn't be able to do this process automatically, most likely the shape keys that will be used for flex will have a menu with some configuration, and at the very best I will only be able to partly automate this process on certain player models
As for how to do the shape keys for FLEX, I do have a segment from a video on a tutorial on making a player model (well, not mine, normally), skip to 14:38 as I tried to make the link skip to that part but it didn't seem to work:
Try to see if you're able to show me some of the settings used to export the file with a screenshot (like when you export for blender), you can also tell me the versions of the programs you're using as well so I can try to find out why this is happening, it hasn't happened with my own models (with the shape keys at least) like this manner
version 1
nodes
0 "blender_implicit" -1
1 "Spine" -1
2 "Chest" 1
3 "Neck" 2
4 "Head" 3
5 "Ear_L" 4
6 "Ear_R" 4
7 "LeftEye" 4
8 "RealLeftEye" 4
9 "RealRightEye" 4
10 "RightEye" 4
11 "Shoulder_L" 2
12 "UpperArm_L" 11
13 "LowerArm_L" 12
14 "Hand_L" 13
15 "Index_L" 14
16 "IndexMid_L" 15
17 "IndexTip_L" 16
18 "Middle_L" 14
19 "MiddleMid_L" 18
20 "MiddleTip_L" 19
21 "Pinkie_L" 14
22 "PinkieMid_L" 21
23 "PinkieTip_L" 22
24 "Ring_L" 14
25 "RingMid_L" 24
26 "RingTip_L" 25
27 "Thumb_L" 14
28 "ThumbMid_L" 27
29 "ThumbTip_L" 28
30 "Shoulder_R" 2
31 "UpperArm_R" 30
32 "LowerArm_R" 31
33 "Hand_R" 32
34 "Index_R" 33
35 "IndexMid_R" 34
36 "IndexTip_R" 35
37 "Middle_R" 33
38 "MiddleMid_R" 37
39 "MiddleTip_R" 38
40 "Pinkie_R" 33
41 "PinkieMid_R" 40
42 "PinkieTip_R" 41
43 "Ring_R" 33
44 "RingMid_R" 43
45 "RingTip_R" 44
46 "Thumb_R" 33
47 "ThumbMid_R" 46
48 "ThumbTip_R" 47
49 "Tail_001" -1
50 "Tail_002" 49
51 "Tail_003" 50
52 "Tail_004" 51
53 "Tail_005" 52
54 "Tail_006" 53
55 "Tail_007" 54
56 "Tail_008" 55
57 "UpperLeg_L" -1
58 "LowerLeg_L" 57
59 "Foot_L" 58
60 "Toes_L" 59
61 "UpperLeg_R" -1
62 "LowerLeg_R" 61
63 "Foot_R" 62
64 "Toes_R" 63
end
skeleton
time 0
time 1 # vrcblinkleft
time 2 # vrcblinkright
time 3 # vrclowerlidleft
time 4 # vrclowerlidright
time 5 # vrcvaa
time 6 # vrcvch
time 7 # vrcvdd
time 8 # vrcvee
time 9 # vrcvff
time 10 # vrcvih
time 11 # vrcvkk
time 12 # vrcvnn
time 13 # vrcvoh
time 14 # vrcvou
time 15 # vrcvpp
time 16 # vrcvrr
time 17 # vrcvsil
time 18 # vrcvss
time 19 # vrcvth
time 20 # ClosedEyes
time 21 # Shocked
time 22 # Angry
time 23 # Annoyed
time 24 # Happy
time 25 # Sad
time 26 # Disgusted
time 27 # Blep
time 28 # Grin
time 29 # Confused
time 30 # Upset
end
vertexanimation
time 0
0 0.053906 0.011971 1.755987 0.888436 -0.115400 0.444258
1 0.065291 -0.004314 1.732370 0.676051 -0.366616 0.639177
These numbers keep going on, but this is what a VTA file looks like, in case you need a reference