Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Edit: By the way, are you using bodygroups or in some other way using multiple groups when exporting? If so, this might not fix it, and you should manually export every group one by one instead of using a scene export.
For bones, it almost always sets translation and rotation to 0 0 0, despite that (usually) not being the default location for the bone.
Besides, if things were not set up properly, the SMDs would not compile properly.
I had originally thought that maybe some other plug in might be inteferring somehow so I renamed the appdata 2.76 repositorty, grabbed a clean vanilla copy of 2.76b from blender.org and a did clean install of BleST 2.6.2 (which is the only plug in installed other than the ones that are preloaded on clean install) . Exported the DMXs again and got the same result, so it's got to be something in the model exported DMX files themselves that just isn't clicking. The SMDs compiled perfectly again.
Well, back to the drawing board. Maybe I'll delete all vertex groups and the armature and rebuild the structure (again). I'll let you know how things work out after doing that.
After changing the name of the main bone to something else, everything came together properly. So, this is an asummuption,
I guess the SMD compile knows the difference between the object data types and the DMX compile doesn't. (Maybe??) Might this be something to look into on your end Artfunkle??
I don't know if the same behavour occurs if the objects are named the same deeper in the hierarchy... (haven't tested)
Thanks for the help!
That sounds like it could cause problems. I'll look into it.
Thanks Artfunkle...
Now this could also be a studiomdl bug as BleST is merely a GUI into the compile process. But I thought I would report it just in case. I'll do more testing as an End User on some other models later. But for this case... The problem was solved by renaming the main bone.
Thanks for the help and for checking into it Art...
2 blend files - 109_original and 109 Bone Fix.
SMD and DMX exports with QC for both
Valve compiled mdl files and Valve mats
File is 57 megs...
Now, while playing with this...
The original DMX output with the problem_dmx.qc produces the spun up model...
The original SMD ouput with the problem_smd.qc produces a clean model (I did not add the VTAs to the SMD calls)
The Bonefix blend produces a clean DMX compile. (This is after renaming all the bones.)
But, I went one further and just renamed the fuse bone to bip_fuse and left the rest. The resulting compile flipped everything to normal except the prop. (The prop mesh object has the same name as the prop bone)...
I renamed the prop bone to bip_prop and just exported the prop object and recompiled. The result was the the prop flipped, except it flipped only 90 degrees and appeared in the starboard wing facing the wingtip instead of off the front of the aircraft. I had to export the entire model again to get a good DMX compile.
Anyway, if your interested in investigating, the RAR file is here... https://www.dropbox.com/s/l844qsejhfpy07n/Stuka_Rot_Prob.rar?dl=0
And thanks again for your time...
Eventhought there is a armature modifier, the object may only see the parenting based on the default because both the bone and the object are named the same.
But that doesn't explain why the SMD exports compiles properly where the DMX doesn't.