Probably my next project, since she's had no love on SFM.
When it comes to Undertale there is very little to go by for references. Though I can always make sketches. I did the same with Sans.
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Show posts MenuQuote from: wallworm on May 21, 2016, 11:09:30 AMThe solution to this is to open your Skin modifier, go to the Advanced rollout and change the Bone Affect Limit to 3. Max defaults to 20, Source only accepts 3. So while skinning a model in Max, you can get values weighted to more than 3 bones per vert unless you bring that value down.
You don't notice this when exporting SMD because studiomdl.exe allows compiling SMD files that have more weights, but it won't compile DMX that exceed this limit.
Quote from: CarbonCopyCat on May 17, 2016, 09:06:36 PM
This WW doc seems to cover exporting and creating facial flexes briefly, and this tutorial provides a more in-depth tutorial on how to make them (I've only skimmed it, so I'm not sure how good it is, but it seems like it'll work).
Quote from: CarbonCopyCat on May 17, 2016, 09:06:36 PMAs for the eyeballs, I'm not sure at all, but it might have something to do with the name of the bones assigned to the eyes. I remember reading a while back that you needed to take the hand bones from the default HL2 skeleton in order to get the hands working properly, so the same might apply. I'd recommend possibly decompiling some of Valve's models and some of the models on the workshop with working eyes to compare them.