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The303 2 Jun, 2021 @ 7:49pm
Bone flip import error persists
Ive had multiple run ins and recently troubleshooted several friends projects where they ran into the issue where they import a model and the reference looks fine, but some bones are flipped so when any animations load the whole thing breaks. This happens on both Source and GoldSrc imports.

My previous threads referencing this:
https://steamhost.cn/steamcommunity_com/groups/BlenderSourceTools/discussions/0/1744479698794920993/
https://steamhost.cn/steamcommunity_com/groups/BlenderSourceTools/discussions/0/2626094856506910191/
https://steamhost.cn/steamcommunity_com/groups/BlenderSourceTools/discussions/0/2788243698220275472/
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Showing 1-6 of 6 comments
Return-Mango 2 Jun, 2021 @ 8:12pm 
I have also had this issue with importing animations. The bones on a lot of the CS:CZDS models being flipped is a pain to fix manually. Would love a fix in the tools for it.
The303 2 Jun, 2021 @ 8:16pm 
Originally posted by The "Big Iron" Click Bait:
I have also had this issue with importing animations. The bones on a lot of the CS:CZDS models being flipped is a pain to fix manually. Would love a fix in the tools for it.

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".
Last edited by The303; 2 Jun, 2021 @ 8:17pm
TayKlor 2 Jun, 2021 @ 9:02pm 
This needs to be fixed immediately. It's extremely tiring having to manually fix errors in the Pelvis bone.
Last edited by TayKlor; 4 Jun, 2021 @ 8:55pm
Loli 4 Jun, 2021 @ 2:01pm 
Thought I'd also throw my hat into this and say this needs a fix badly. I've also gone and gathered an example model if it may help in solving this issue.

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.
Last edited by Loli; 4 Jun, 2021 @ 2:09pm
Artfunkel 6 Jun, 2021 @ 6:47am 
Hmm, not sure how I missed this so many times. I've investigated and it looks a lot like a gimbal lock issue, which is a problem inherent to the SMD format. The problem can be visualised with the graph editor:

[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).
LegendGuard 8 Dec, 2022 @ 1:29pm 
The issue still persists, I imported the animations (I use .SMD and after I import with "Validate Against Target" or "Append to Target") from the other model to apply these models (these use the same bones), look:

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...
Last edited by LegendGuard; 8 Dec, 2022 @ 1:31pm
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