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Diffstat (limited to 'public/movieobjects/dmeeyeposition.h')
| -rw-r--r-- | public/movieobjects/dmeeyeposition.h | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/public/movieobjects/dmeeyeposition.h b/public/movieobjects/dmeeyeposition.h new file mode 100644 index 0000000..cd0c411 --- /dev/null +++ b/public/movieobjects/dmeeyeposition.h @@ -0,0 +1,73 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Model eyeposition node +// +//============================================================================= + +#ifndef DMEEYEPOSITION_H +#define DMEEYEPOSITION_H +#ifdef _WIN32 +#pragma once +#endif + +#include "movieobjects/dmedag.h" + + +//----------------------------------------------------------------------------- +/* +$eyeposition 0 83.274592 0 +$attachment "eyes" "bip_head" 0 83.274592 1.41954 absolute +$attachment "righteye" "bip_head" -1.425952 83.274592 1.41954 absolute +$attachment "lefteye" "bip_head" 1.425952 83.274592 1.41954 absolute + +$cdmaterials "models/player/hvyweapon/" +$model heavy "parts/dmx/heavy_reference_lo.dmx"{ + + eyeball righteye "bip_head" -1.425952 83.274592 1.41954 "eyeball_r" 1.80 + 356 -1 "pupil_r" 0.6 + eyeball lefteye "bip_head" 1.425952 83.274592 1.41954 "eyeball_l" 1.80 + 356 1 "pupil_l" 0.6 + + localvar %dummy_eyelid_flex + + flexcontroller eyes range -30 30 eyes_updown + flexcontroller eyes range -30 30 eyes_rightleft + +} + +$model eyeball + +(name) Name of eyeball, used to match eyelid rules. + +(bone name) Name of bone that the eye is parented to, typically the head. + +(X) (Y) (Z) World location of the center of the ball of the eye. + +(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). + +(diameter) Diameter of the ball of the eye + +(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. + +(iris material) no longer used but still in the option list. + +(pupil scale) World scale of the iris texture +[edit] +Syntax + +eyeball (name) (bone name) (X) (Y) (Z) (material name) (diameter) (angle) (iris material) (pupil scale) + +*/ +// +//----------------------------------------------------------------------------- +class CDmeEyePosition : public CDmeDag +{ + DEFINE_ELEMENT( CDmeEyePosition, CDmeDag ); + +public: + + void GetWorldPosition( Vector &worldPosition ); +}; + + +#endif // DMEEYEPOSITION_H |