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Laporkan kesalahan penerjemahan
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
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.
https://i.imgur.com/nO5FXhD.png
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.