How do I rig a model to move with the character's facial animations? When I decompiled the Medicmedes and Feathered Freedom to check out the .qc files they turned up empty, and their models only have the same old pelvis-through-head bones and vertex groups.
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It lists facial flexes in the qc file and you can see them in Blender after importing the output vta file on top of the output reference model. Then you adjust your model's flexes one by one.
Having a "helper" rig is handy at that stage. After weighting verts according to the actual game skeleton, you duplicate it and rig it with the helper rig. After adjusting and saving flexes with the helper rig, you can transfer your original, in-game, weights back and you are ready to export.
This all just got a little over my head, though. I understand what I need to do, but I'm not savvy enough to pull it off quite yet. Thanks for the details, though. I'll probably come back to this.