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73 lines
2.2 KiB
73 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Model eyeposition node |
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// |
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//============================================================================= |
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#ifndef DMEEYEPOSITION_H |
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#define DMEEYEPOSITION_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "movieobjects/dmedag.h" |
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//----------------------------------------------------------------------------- |
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/* |
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$eyeposition 0 83.274592 0 |
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$attachment "eyes" "bip_head" 0 83.274592 1.41954 absolute |
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$attachment "righteye" "bip_head" -1.425952 83.274592 1.41954 absolute |
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$attachment "lefteye" "bip_head" 1.425952 83.274592 1.41954 absolute |
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$cdmaterials "models/player/hvyweapon/" |
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$model heavy "parts/dmx/heavy_reference_lo.dmx"{ |
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eyeball righteye "bip_head" -1.425952 83.274592 1.41954 "eyeball_r" 1.80 |
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356 -1 "pupil_r" 0.6 |
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eyeball lefteye "bip_head" 1.425952 83.274592 1.41954 "eyeball_l" 1.80 |
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356 1 "pupil_l" 0.6 |
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localvar %dummy_eyelid_flex |
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flexcontroller eyes range -30 30 eyes_updown |
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flexcontroller eyes range -30 30 eyes_rightleft |
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} |
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$model eyeball |
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(name) Name of eyeball, used to match eyelid rules. |
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(bone name) Name of bone that the eye is parented to, typically the head. |
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(X) (Y) (Z) World location of the center of the ball of the eye. |
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(material name) Material name to use when searching for vertices to consider as the “white” of the eye (used in dynamically texture mapping the iris and cornea onto the eye). |
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(diameter) Diameter of the ball of the eye |
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(angle) Default yaw offset from “forward” for iris. Humans are typically 2-4 degrees walleyed. Not setting this correctly will result in your either characters appearing cross-eyed, or if you’ve compensated by misplacing the ball of the eye, them not tracking side to side. |
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(iris material) no longer used but still in the option list. |
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(pupil scale) World scale of the iris texture |
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[edit] |
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Syntax |
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eyeball (name) (bone name) (X) (Y) (Z) (material name) (diameter) (angle) (iris material) (pupil scale) |
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*/ |
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// |
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//----------------------------------------------------------------------------- |
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class CDmeEyePosition : public CDmeDag |
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{ |
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DEFINE_ELEMENT( CDmeEyePosition, CDmeDag ); |
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public: |
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void GetWorldPosition( Vector &worldPosition ); |
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}; |
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#endif // DMEEYEPOSITION_H
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