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And I do not prefer it that way. So an optional override option (left column of Blender) when importing makes everyone happy.
Here are some pictures:
Import the .smd into Blender:
http://i.imgur.com/IYD6bxV.png
Move one of the swords in Blender:
http://i.imgur.com/WARLCTZ.png
Import an animation into Blender:
http://i.imgur.com/uoJZpRW.png
And how it should look:
Import the .smd into Max:
http://i.imgur.com/EPvZ7fC.png
Move one of the swords in Max:
http://i.imgur.com/4ArL9jl.png
Import an animation into Max:
http://i.imgur.com/2YuyaYA.png
P.S. it is incredibly hard to upload pictures to imgur without getting distracted by the pictures there
Checking this override box would not weld verts together that overlap.
When importing an SMD with the Blender Source Tools, all triangles get imported on their own, then all vertices on the exact same coordinates gets welded.
I don't think there is any way to get around it without every single triangle being seperated.
Anyway, firstly, having overlapping vertices in a model on purpose is a really bad design choice, no matter what. Secondly, depending on what you want to do, can't you just take all the vertices, assign them to one of the bones, then duplicate it and assign those vertices to the other bone (while making changes if necessary)? Thirdly, you can also just use 3DS Max, even if just for seperating the blades for Blender.
These are models extracted straight out of Dota 2. I have no control over it. I'll be sure to let Valve know that you disapprove of their design choices though.
It's weird that only some of the sword models exhibit this behavior whereas others (still overlapping) work just fine in Blender. Maybe those swords that do work are minisulely offset from each other or something.
I can't really use 3DS Max to "separate" them in the same scene as they need to both be in that same exact spot for their animation bind pose to work correctly. I might be able to split them into two separate meshes in 3DS Max (that's probably what you meant), but that gets uglier further down my pipeline.
Take 3DS Max, import the mesh, then move one of the swords a bit in one direction (it'd be best if you could move it by something memorable, like 10 whole units or something, for example +10 in the X direction), then export it, and Blender should like it perfectly (possibly except for the smoothing). Then just select the sword in Blender, make changes if needed, and move it back in the opposite direction by the same amount (for example -10 in the X direction). Seperate the two swords into two different Blender objects if you want, too. Oh, and Blender has nothing against overlapping vertices when using the DMX format.
Using Crowbar results the same broken behavior in Blender.
Thanks for replying and confirming the bug! Do you need anything from my end to help fix it? Is this something that we might expect to be fixed for the next version of the BleST?
Thanks!