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It's like... there's list of all shapekeys (even those without controller/s), all defined controllers are there, but those seems to do nothing to the model.
I wonder, if it's just undocumented (yet) things to add in existing DMXs, or different setup for those in S2. :/
Seems like setting "stereo" to "0" when using custom flex(morph) controller, makes them work correctly.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=465515729
@Artfunkel
From your preliminary investigation, do you foresee anything for the user in terms of Blender usage that might need to be changed? Or is it really just technical details of how BleST is implemented? There was mention by Valve a while back that Workshop submissions should no longer include custom particle effects for the time-being as that system is being overhauled in S2. Would it be possible for you to shed some light on how this affects BleST?
There's certainly no link between Blender and particles.
I doubt that's bug on BleST side, but just wanted to ask.
Here's dropbox link same mesh with regular and stereo shapekeys set via custom flex controllers (also included)
https://www.dropbox.com/sh/578elda1lm43sl5/AAATHZwU8rTVS6J5Q99-GPJJa?dl=0
in short,
- regular shapekeys ( "stereo" "bool" "0" ) work
- stereo shapekeys ( "stereo" "bool" "1" ) doesn't change mesh at all in S2 Model Editor
to get to Morph sliders in Model Editor, select 'Tools' Menu, 'Morph Explorer', and then 'Enable Manual Slider Control'
(sorry for engrish)
EDIT: oh, and i'm not sure if material used by model need to be set to 'Hero' shader with "Morph supported" option check for morphs to work at all :/
http://i.imgur.com/WqyYMLZ.png
looks like stereo-ness wasn't yet implemented in Source2
http://dev.dota2.com/showthread.php?t=173901
The only solution for now is "(...) to do the splitting in blender and export a separate morph target for the left and right channels(...)"
Is there even option in clean Blender to split shapekeys in half like Source1 used to do?
I've tested that thing mentioned in link, "(...)it relies on the naming of the morph targets to be right_foo and left_foo for a stereo morph named foo(...)"
Adding "right_" to first morph and (optionally!) "left_" to second one, seems to merging those two morphs into a stereo one in SFM! At least one (kind of) workaround for stereo morphs till it's implemented correctly.