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Qhala

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Description

This project is based on a heavily modified version of Petruz's "Cobra Girl" model. I tried my best to re-sculpt the head and hood to fit Qhala's reference art, and took a shot at optimizing and expanding the catalog of flexes that came with the original model. Comes in dry/shiny variants, glow intensity is controlled by switching skins, and there are a few alternate eye textures in the bodygroups. Rig and defaultanimationgroups.txt included as well. Works with most of Petruz's clothing options (I recommend looking in the lizard pack and cobra girl release), though you may need to play with the flexes a bit to make them fit.

Petruz's model catalog can be found here:
http://www.furaffinity.net/view/28151717/

The rigging on the hood is a little bit tricky to work with, but I tried my best to set it up so you can pull the hood over her shoulder like you see in some of her artwork. If you're working with a pose that has her neck bent backwards, there are some corrective flexes to help fix the hood. It's an odd setup, but it's the best I could manage given SFM's restrictive bone limits and my limited knowledge of Blender right now.

Extra special thanks to Petruz for the Cobra Girl base model, and to RatherDevious on FA for the lovely OC.

Shoutouts to Red_Eye for helping me learn how to decompile/port, and to Warfaremachine for all of the tips and assistance while I was learning how to sculpt and rig in Blender.


Comments

I would love if you could share the secret of having over 128 FLex controllers limit in just 1 qc with 2 $model

SkullboneZ posted 1 week, 4 days ago

AnnoAD

@Arllygaygoat I think we talked in Warfare's discord after you commented, right? But yeah, short answer is it's pretty much a blender hack job on a de-compiled Petruz cobra. Decomp with SourceIO, make the modifications and new shape keys, edit the QC and flex controllers, and recompile with Blender Source Tools and Crowbar. Everything else is just blender knowledge and lots of experimentation.

AnnoAD posted 1 week, 4 days ago

AnnoAD

@SkullboneZ idk dude....just kinda kept adding flexes and setting them to stereo when applicable, and the compiler never complained. That let me pull most of the redundant L/R controllers and consolidate things a bit. There aren't any flexes shared between the head and body $model entries, so I guess I just got lucky and never really hit the limit ¯\_(ツ)_/¯ If you want to see some pretty wild abuse of the flex system, Warfare's Alilkira model (https://sfmlab.com/item/3650/) has like 20 body morph flexes rolled into about 4 controllers. I think that setup can give you some clues on how to pack extra flexes into your models without having the compiler shit the bed.

AnnoAD posted 1 week, 3 days ago

@AnnoAD I just heard about these "Sterio flexes. But there`s no tutorials / videos on em what I can find on Youtube or on Google search on the subject. And would love too learn how it works so I can RE-WORK a existing large models with multi flexes. say this model you posted as an example. I had no idea that sterio flex was a thing for all this time. + Dunno if it works with SMD format or its only DMX.

SkullboneZ posted 1 week, 3 days ago

Dangit why do i suck at spelling simple words as "Stereo

SkullboneZ posted 1 week, 3 days ago

Todiso

Oh Custom AnnoAD stuff. Need to throw money at the screen even if its free..... Good to see you still kicking and working on projects. (>w<)b

Todiso posted 1 week, 2 days ago


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