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Blender Source Tools BleST
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Blender Source Tools BleST
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Alle diskussioner > Bug Reports > Trådoplysninger
Pte Jack 3. mar. 2020 kl. 16:12
QC Imports are loading in Blender Incorrectly
Hate raising bug reports, especially on tools like this that have worked almost flawlessly for years, but Blender is changing and tools are breaking as the new versions are released.

This is another problem I'm having where when I import some decompiled models using the QC to import into blender using BleST default setting, the armature, mesh and collision models are importing standing on the floor upside down instead on their backs up the Y axis and the VTA Vertex object imports standing upright on the floor, again instead of in its back up the Y axis as expected.

Importing individual SMDs and VTAs work as expected.

This is a decompiled scout imported using the QC.

https://i.imgur.com/lzhVAoy.png

This problem is intermittent, some models import fine, others not. I have discussed this with Zeq and he has confirmed the problem exists but says that it is not a Crowbar issue.

Again, this is Blender 2.82.7 (Steam Version) and BleST 3.0.3 the Scout Decompile was the TF_Movies HWM Scout from SFM.

On this one, all I can offer is my thanks for your dedication to this tool Artfunkel.
Sidst redigeret af Pte Jack; 3. mar. 2020 kl. 16:16
Oprindeligt skrevet af Artfunkel:
This was a case of the up axis transform being applied twice, and it will be fixed for the next release.

But please note that after the bug fix your animation "ragdoll" is still rotated 90 degrees from vertical - that's in the data being imported.
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ZeqMacaw 3. mar. 2020 kl. 16:33 
Maybe the $upaxis Y option in the QC is the distinguishing factor. I noticed the Scout model had it and it was messed up via QC import.
Pte Jack 3. mar. 2020 kl. 17:14 
When I comment out the $upaxis Y statement in the QC, the model imports with the Armature, Mesh and collision model load standing upright on the floor. The VTA vertices import properly, ans as expected. So I have to agree with Zeq here and say it may have something to do with the way BleST is applying the upaxis statement.

But wait, I also think that BleST is applying the first animation (default) it encounters and is posing the model.

https://i.imgur.com/M50RJEv.png

If I remove the $upaxis statement, import the model then take the armature into pose mode and clear all transforms, the model and the VTA Vertice objects snap to the proper and expected position.

GIF of both import methods and result after the Pose is cleared.

https://i.imgur.com/SgEUJBX.gif
Sidst redigeret af Pte Jack; 3. mar. 2020 kl. 17:51
Artfunkel 9. mar. 2020 kl. 12:21 
Can you upload the QC and models somewhere, please.
Pte Jack 9. mar. 2020 kl. 12:25 
Yup, Give me a few to put them together

Pte Jack 9. mar. 2020 kl. 14:08 
https://www.dropbox.com/s/jnz3ev7nq2bxmbv/HWM_SFM_Scout.zip?dl=0

I've been playing a lot with scout models lately and have been decompiling the main player models found in the TF2_misc_dir VPK (both player low and HWM), the Source Filmmaker HWM and the the player model found in SFM models\player. (I'm trying to find out why the models are derping out in SFM when importing DMX animations made in Blender.)

This is the SFM HWM model found in the SourceFilmmaker\game\tf_movies\models\player\hwm folder.

I used Crowbar 0.67 for the decompile with Blender 2.8.2 .7 (Current Steam version) and BleST 3.0.3 for the import.

QC and SMD files from the Decompile are not modified.

Included a picture of the import I get using default settings in the main scout folder

As an aside: I get the same import result when using Blender 2.8.1.16 and try to import the QC.
Pte Jack 9. mar. 2020 kl. 14:54 
As a further aside, I get the same import results from a TF2 Game cache Demoman player model after extract, decompile (Crowbar 0.67) and qc import using BleST 3.0.3.

https://i.imgur.com/nO5FXhD.png
En moderator af dette forum har angivet, at dette indlæg besvarer det oprindelige emne.
Artfunkel 10. apr. 2020 kl. 7:38 
This was a case of the up axis transform being applied twice, and it will be fixed for the next release.

But please note that after the bug fix your animation "ragdoll" is still rotated 90 degrees from vertical - that's in the data being imported.
Pte Jack 10. apr. 2020 kl. 8:53 
Most Excellent. Artfunkel, you are still God my friend. Thank you for all your hard work and dedication.
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