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you may have seen it before but for others I have a temp fix here which I reference in my GoldSrc guide
( the303.org/tutorials/gold_mdl_blend.htm#IM ):
1) import ref mesh, this will look fine but of course is bone flipped
2) in notepad open the ref mesh smd, and copy everything from the start all the way till the end of the skeleton block end (do NOT go into "triangles".)
Paste that into a new document and save as "posefix.smd"
3) back in blender import "posefix.smd". It will now look broken, but go into pose mode, select all then "apply pose as rest pose".
Example Image [www.dropbox.com]
.SMD Files [www.dropbox.com]
(I really hope these links work)
Imported with the latest version of Blender Source Tools in Blender 2.83. As you can see the feet and pelvis are completely broken when imported into Blender but are fine when imported into something like Milkshape3D (as an example).
Sometimes it can be minor (as minor as broken bones can be) but other times it can be as bad (or worse) than the above example.
A fix would be greatly appreciated.
[img]https://i.imgur.com/Cc9vzfL.png[/img]
That line should be unbroken and somewhere near the middle of the Y axis.
There may be a way to fix this by fiddling with the imported rotation values as they are read from the SMD. But I have a workaround too: import the animation onto a new armature, then delete that armature and apply the action to the original import. That seems to work just fine for the sample file that I downloaded (die_chest.smd).
That's where I exported the animations from, the bone is correctly positioned:
https://imgur.com/5WEHS59
The models where I imported the animations from the other model:
https://imgur.com/Lg5xiqx
The bones are positioned like a big sprain, that is to say... flipped.
I'm trying to make every model do the same animations, but not all models obtain good importations to the bones. In detail, the issue also applies to some bones...