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Zappy 11 Mar, 2015 @ 3:16am
Is it possible to not define flexes that will be used in a compiled DMX?
By now, you should have no idea what I'm talking about.

But as an example, I'd like to bodygroup something with several different options, all of which should have flexes. That would be done like this:

$BodyGroup Lash {
Studio "Base/MareNoLash.dmx"
Studio "Base/MareLash.dmx"
Studio "Base/MareTopLash.dmx"
Studio "Base/MareBottomLash.dmx"
}

However, if I include the flex definitions text file in all of those, all flexes will be duplicated 3 times (so there are four flex sliders with the same name per flex in the model), and only the last "list" of flexes will affect the model.

But if I only include the flex definitions text file in one of the exports (that being the first one in the bodygroup list), and use a "blank" flex text file for the other bodygroup options... While there won't be duplications of every flex slider, only the bodygroup that has flex definitions will be affected by the flex sliders.
(Yes, the shape key names in Blender are identical across the bodygroups.)

By now, you should know exactly what I'm talking about.
So does anyone here know of a way to make there only be one set of flex sliders, yet have the flex sliders affect all bodygroups?
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Showing 1-2 of 2 comments
Artfunkel 11 Mar, 2015 @ 5:41am 
A flex controller can control multiple shapes; see the definition of DmeCombinationInputControl. (You'll need to use advanced flex controller mode, of course.)

I've no idea whether that applies to flexes across multiple studio inputs. You may find that what you want simply isn't supported.
Zappy 11 Mar, 2015 @ 7:38am 
I know a flex controller can have multiple shapes applied, either depending on where the flex slider is, or depending on a mix of that and a "value" slider, I'm just talking about having several flexes with the exact same name across several bodygroup options. Even though you don't know how to do that, either, it was still worth a shot to ask.
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All Discussions > Help > Topic Details
Date Posted: 11 Mar, 2015 @ 3:16am
Posts: 2