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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

I use the latest version of Blender and Crowbar_2023-02-16_0.74. I have tried exporting as a GLTF file and then using the source add-on for Blender, I make sure flexes are ticked when exporting

This seems odd and I don't know why GLTF is causing the shape key info to be lost, does exporting as SMD keep the flex poses in different frames? SMD should export the poses in different frames based on the qc compilation

Exporting with blenders source add-on gives me a vta file which is for face flexes I'm not sure if you can just use a gltf file without a vta file and still have face flexes

It looks like I'll need to take that into mind when adding FLEX support to the software, the program just generates SMD files in the temp folder to be compiled so I can look into that

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

I'll likely do flex for the next update when I start working on it, in addition to a few other features though I want to focus on flex so I'll look at it and see how it goes