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thctale_01.qc

Aug 18th, 2016
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  1. // Created by Crowbar 0.34.0.0
  2.  
  3. $ModelName "Humans\Group02\Player\THCTale_01.mdl"
  4.  
  5. $Model "male_01" "thctale_01_reference.smd" {
  6.  
  7. eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.359800 -4.103904 67.487090 "dark_eyeball_r" 1 4 "iris_unused" 0.68
  8. eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.353600 -4.103902 67.479094 "dark_eyeball_l" 1 -4 "iris_unused" 0.68
  9.  
  10. eyelid upper_right "thctale_01.vta" lowerer 21 -0.17 neutral 0 0.14 raiser 22 0.21 split 1 eyeball "eye_right"
  11. eyelid lower_right "thctale_01.vta" lowerer 23 -0.34 neutral 0 -0.26 raiser 24 -0.1 split 1 eyeball "eye_right"
  12. eyelid upper_left "thctale_01.vta" lowerer 25 -0.17 neutral 0 0.14 raiser 26 0.21 split -1 eyeball "eye_left"
  13. eyelid lower_left "thctale_01.vta" lowerer 27 -0.34 neutral 0 -0.26 raiser 28 -0.1 split -1 eyeball "eye_left"
  14.  
  15. mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0
  16.  
  17. flexfile "thctale_01.vta"
  18. {
  19. defaultflex frame 0
  20. flexpair "AU12" 1 frame 1
  21. flexpair "AU12" 1 frame 2
  22. flex "AU12AU25" frame 3
  23. flexpair "AU15" 1 frame 4
  24. flexpair "AU17" 1 frame 5
  25. flexpair "AU10" 1 frame 6
  26. flex "AU16" frame 7
  27. flexpair "AU9" 1 frame 8
  28. flexpair "AU25" 1 frame 9
  29. flexpair "AU18" 1 frame 10
  30. flexpair "AU18" 1 frame 11
  31. flexpair "AU22" 1 frame 12
  32. flexpair "AU20" 1 frame 13
  33. flex "AU32" frame 14
  34. flex "AU24" frame 15
  35. flex "AU31" frame 16
  36. flexpair "AU26" 1 frame 17
  37. flexpair "AU27" 1 frame 18
  38. flexpair "AU26Z" 1 frame 19
  39. flexpair "AU27Z" 1 frame 20
  40. // Already in eyelid lines: flex "upper_right" frame 21
  41. // Already in eyelid lines: flex "upper_right" frame 22
  42. // Already in eyelid lines: flex "lower_right" frame 23
  43. // Already in eyelid lines: flex "lower_right" frame 24
  44. // Already in eyelid lines: flex "upper_left" frame 25
  45. // Already in eyelid lines: flex "upper_left" frame 26
  46. // Already in eyelid lines: flex "lower_left" frame 27
  47. // Already in eyelid lines: flex "lower_left" frame 28
  48. flex "AU42" frame 29
  49. flexpair "AU1" 1 frame 30
  50. flexpair "AU4" 1 frame 31
  51. flexpair "AU1AU2" 1 frame 32
  52. flexpair "AU6" 1 frame 33
  53. flexpair "AU2" 1 frame 34
  54. flex "AU38" frame 35
  55. }
  56.  
  57. flexcontroller eyelid range 0 1 right_lid_raiser
  58. flexcontroller eyelid range 0 1 left_lid_raiser
  59. flexcontroller eyelid range 0 1 right_lid_tightener
  60. flexcontroller eyelid range 0 1 left_lid_tightener
  61. flexcontroller eyelid range 0 1 right_lid_droop
  62. flexcontroller eyelid range 0 1 left_lid_droop
  63. flexcontroller eyelid range 0 1 right_lid_closer
  64. flexcontroller eyelid range 0 1 left_lid_closer
  65. flexcontroller eyelid range 0 1 half_closed
  66. flexcontroller eyelid range 0 1 blink
  67. flexcontroller brow range 0 1 right_inner_raiser
  68. flexcontroller brow range 0 1 left_inner_raiser
  69. flexcontroller brow range 0 1 right_outer_raiser
  70. flexcontroller brow range 0 1 left_outer_raiser
  71. flexcontroller brow range 0 1 right_lowerer
  72. flexcontroller brow range 0 1 left_lowerer
  73. flexcontroller nose range 0 1 right_cheek_raiser
  74. flexcontroller nose range 0 1 left_cheek_raiser
  75. flexcontroller nose range 0 1 wrinkler
  76. flexcontroller nose range 0 1 dilator
  77. flexcontroller mouth range 0 1 right_upper_raiser
  78. flexcontroller mouth range 0 1 left_upper_raiser
  79. flexcontroller mouth range 0 1 right_corner_puller
  80. flexcontroller mouth range 0 1 left_corner_puller
  81. flexcontroller mouth range 0 1 right_corner_depressor
  82. flexcontroller mouth range 0 1 left_corner_depressor
  83. flexcontroller mouth range 0 1 chin_raiser
  84. flexcontroller phoneme range 0 1 right_part
  85. flexcontroller phoneme range 0 1 left_part
  86. flexcontroller phoneme range 0 1 right_puckerer
  87. flexcontroller phoneme range 0 1 left_puckerer
  88. flexcontroller phoneme range 0 1 right_funneler
  89. flexcontroller phoneme range 0 1 left_funneler
  90. flexcontroller phoneme range 0 1 right_stretcher
  91. flexcontroller phoneme range 0 1 left_stretcher
  92. flexcontroller phoneme range 0 1 bite
  93. flexcontroller phoneme range 0 1 presser
  94. flexcontroller phoneme range 0 1 tightener
  95. flexcontroller phoneme range 0 1 jaw_clencher
  96. flexcontroller phoneme range 0 1 jaw_drop
  97. flexcontroller phoneme range 0 1 right_mouth_drop
  98. flexcontroller phoneme range 0 1 left_mouth_drop
  99. flexcontroller mouth range 0 1 smile
  100. flexcontroller mouth range 0 1 lower_lip
  101. flexcontroller head range -30 30 head_rightleft
  102. flexcontroller head range -15 15 head_updown
  103. flexcontroller head range -15 15 head_tilt
  104. flexcontroller eyes range -30 30 eyes_updown
  105. flexcontroller eyes range -30 30 eyes_rightleft
  106. flexcontroller body range -30 30 body_rightleft
  107. flexcontroller chest range -30 30 chest_rightleft
  108. flexcontroller head range -0.2 0.2 head_forwardback
  109. flexcontroller gesture range -1 1 gesture_updown
  110. flexcontroller gesture range -1 1 gesture_rightleft
  111.  
  112. localvar right_open
  113. localvar left_open
  114. localvar right_lip_suppressor
  115. localvar left_lip_suppressor
  116. localvar right_depressor_suppressor
  117. localvar left_depressor_suppressor
  118. localvar right_corner_suppressor
  119. localvar left_corner_suppressor
  120. localvar right_drop_suppressor
  121. localvar left_drop_suppressor
  122. localvar right_drop
  123. localvar left_drop
  124. %upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink)
  125. %upper_right_neutral = (1 - right_lid_droop * 0.8) * (1 - right_lid_raiser) * (1 - right_lid_closer) * (1 - blink)
  126. %upper_right_lowerer = right_lid_closer + blink * (1 - right_lid_closer)
  127. %upper_left_raiser = left_lid_raiser * (1 - left_lid_droop * 0.8) * (1 - left_lid_closer) * (1 - blink)
  128. %upper_left_neutral = (1 - left_lid_droop * 0.8) * (1 - left_lid_raiser) * (1 - left_lid_closer) * (1 - blink)
  129. %upper_left_lowerer = left_lid_closer + blink * (1 - left_lid_closer)
  130. %lower_right_raiser = right_lid_closer + blink * 0.5 * (1 - right_lid_closer)
  131. %lower_right_neutral = (1 - right_lid_closer) * (1 - 0.5 * blink) * (1 - right_lid_tightener * 0.5) * (1 - right_cheek_raiser * 0.25)
  132. %lower_right_lowerer = 0
  133. %lower_left_raiser = left_lid_closer + blink * 0.5 * (1 - left_lid_closer)
  134. %lower_left_neutral = (1 - left_lid_closer) * (1 - 0.5 * blink) * (1 - left_lid_tightener * 0.5) * (1 - left_cheek_raiser * 0.25)
  135. %lower_left_lowerer = 0
  136. %AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer)
  137. %AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer)
  138. %AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer)
  139. %AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer)
  140. %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer)
  141. %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer)
  142. %AU4R = right_lowerer
  143. %AU4L = left_lowerer
  144. %AU6R = right_cheek_raiser
  145. %AU6L = left_cheek_raiser
  146. %AU9R = wrinkler
  147. %AU9L = wrinkler
  148. %AU38 = dilator
  149. %right_open = smile + right_part * (1 - smile) + right_puckerer + right_funneler + right_upper_raiser * 0.5 + lower_lip * 0.5
  150. %left_open = smile + left_part * (1 - smile) + left_puckerer + left_funneler + left_upper_raiser * 0.5 + lower_lip * 0.5
  151. %right_lip_suppressor = 1 / %right_open * (1 - presser) * (1 - bite)
  152. %left_lip_suppressor = 1 / %left_open * (1 - presser) * (1 - bite)
  153. %AU10R = right_upper_raiser * right_upper_raiser * 0.5 * %right_lip_suppressor
  154. %AU10L = left_upper_raiser * left_upper_raiser * 0.5 * %left_lip_suppressor
  155. %AU25R = right_part * right_part * %right_lip_suppressor * (1 - smile)
  156. %AU25L = left_part * left_part * %left_lip_suppressor * (1 - smile)
  157. %AU12AU25 = smile * smile * 0.5 * (%right_lip_suppressor + %left_lip_suppressor)
  158. %AU18R = right_puckerer * right_puckerer * %right_lip_suppressor
  159. %AU18L = left_puckerer * left_puckerer * %left_lip_suppressor
  160. %AU22R = right_funneler * right_funneler * %right_lip_suppressor
  161. %AU22L = left_funneler * left_funneler * %left_lip_suppressor
  162. %AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25R + %AU18R + %AU22R)) * (1 - smile)
  163. %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - bite) * (1 - 0.6 * (%AU25L + %AU18L + %AU22L)) * (1 - smile)
  164. %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5)
  165. %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile * 0.5)
  166. %AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor
  167. %AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor
  168. %right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + bite + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile)
  169. %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + bite + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.5) * (1 - smile)
  170. %AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor
  171. %AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor
  172. %AU20R = right_stretcher * right_stretcher * %right_corner_suppressor
  173. %AU20L = left_stretcher * left_stretcher * %left_corner_suppressor
  174. %AU32 = bite
  175. %AU24 = presser + (1 - presser) * tightener
  176. %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + jaw_drop)
  177. %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - bite)
  178. %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - bite)
  179. %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor
  180. %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor
  181. %AU26R = jaw_drop * (1 - %right_drop) * jaw_drop / (jaw_clencher + jaw_drop)
  182. %AU26L = jaw_drop * (1 - %left_drop) * jaw_drop / (jaw_clencher + jaw_drop)
  183. %AU27R = jaw_drop * %right_drop * jaw_drop / (jaw_clencher + jaw_drop)
  184. %AU27L = jaw_drop * %left_drop * jaw_drop / (jaw_clencher + jaw_drop)
  185. %AU16 = lower_lip * lower_lip * 0.25 * (%right_lip_suppressor + %left_lip_suppressor) * (1 - 0.5 * (%AU27R + %AU27L))
  186. %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25 + (%AU27ZR + %AU27ZL) * 0.5 * 0.7 + %AU16 * 0.4
  187. }
  188.  
  189.  
  190. $SurfaceProp "flesh"
  191.  
  192. $Contents "solid"
  193.  
  194. $EyePosition 0 0 70
  195.  
  196. $MaxEyeDeflection 90
  197.  
  198. $MostlyOpaque
  199.  
  200. $CDMaterials "models\Humans\Male\Group02\modded\"
  201. $CDMaterials "models\Human\male\"
  202. $CDMaterials "models\humans\male\"
  203.  
  204. $Attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0 rotate 0 -80.1 -90
  205. $Attachment "mouth" "ValveBiped.Bip01_Head1" 1 -6.5 0 rotate 0 -80 -90
  206. $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
  207. $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
  208. $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
  209. $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
  210. $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
  211.  
  212. $CBox 0 0 0 0 0 0
  213.  
  214. $BBox -13 -13 0 13 13 72
  215.  
  216. $BoneMerge "ValveBiped.Bip01_Pelvis"
  217. $BoneMerge "ValveBiped.Bip01_Spine"
  218. $BoneMerge "ValveBiped.Bip01_Spine1"
  219. $BoneMerge "ValveBiped.Bip01_Spine2"
  220. $BoneMerge "ValveBiped.Bip01_Spine4"
  221. $BoneMerge "ValveBiped.Bip01_R_Clavicle"
  222. $BoneMerge "ValveBiped.Bip01_R_UpperArm"
  223. $BoneMerge "ValveBiped.Bip01_R_Forearm"
  224. $BoneMerge "ValveBiped.Bip01_R_Hand"
  225. $BoneMerge "ValveBiped.Anim_Attachment_RH"
  226.  
  227.  
  228. $Sequence "ragdoll" {
  229. "thctale_01_anims\ragdoll.smd"
  230. activity "ACT_DIERAGDOLL" 1
  231. fadein 0.2
  232. fadeout 0.2
  233. fps 30
  234. }
  235.  
  236. $IncludeModel "m_anm.mdl"
  237. $IncludeModel "m_gst.mdl"
  238. $IncludeModel "m_pst.mdl"
  239. $IncludeModel "m_shd.mdl"
  240. $IncludeModel "m_ss.mdl"
  241.  
  242. $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
  243. $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
  244. $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
  245. $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
  246.  
  247. $IKAutoPlayLock "rfoot" 1 0.1
  248. $IKAutoPlayLock "lfoot" 1 0.1
  249.  
  250. $CollisionJoints "thctale_01_physics.smd"
  251. {
  252. $mass 0
  253. $inertia 10
  254. $damping 0.01
  255. $rotdamping 1.5
  256.  
  257.  
  258. $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
  259. $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
  260. $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0
  261.  
  262. $jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
  263. $jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
  264. $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0
  265.  
  266. $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
  267. $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
  268. $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0
  269.  
  270. $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
  271. $jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
  272. $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0
  273.  
  274. $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
  275. $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
  276. $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
  277.  
  278. $jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
  279. $jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
  280. $jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0
  281.  
  282. $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
  283. $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
  284. $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0
  285.  
  286. $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
  287. $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
  288. $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0
  289.  
  290. $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
  291. $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
  292. $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
  293.  
  294. $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
  295. $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
  296. $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0
  297.  
  298. $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
  299. $jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
  300. $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0
  301.  
  302. $jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
  303. $jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
  304. $jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0
  305.  
  306. $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
  307. $jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
  308. $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0
  309.  
  310. $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
  311. $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
  312. $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0
  313. }
  314.  
  315. $CollisionText
  316. {
  317. animatedfriction
  318. {
  319. "animfrictionmin" "1.000000"
  320. "animfrictionmax" "400.000000"
  321. "animfrictiontimein" "0.500000"
  322. "animfrictiontimeout" "0.300000"
  323. "animfrictiontimehold" "0.000000"
  324. }
  325. editparams
  326. {
  327. "rootname" "valvebiped.bip01_pelvis"
  328. "totalmass" "90.000000"
  329. "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
  330. "jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
  331. }
  332. }
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