STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
378
IN-GAME
2,196
ONLINE
Founded
8 November, 2013
All Discussions > Bug Reports > Topic Details
Taco 28 Mar, 2015 @ 7:30pm
[FIXED] DMX Flex normals issue
I'm not exactly sure what is happening here, but this is an issue that has been present for a while now. The most recent revision to not have this problem is all the way back at 2.1.0.

It's a pretty serious issue, so I figured someone would have reported it and brought it to your attention by now, apparently that hasn't been the case, so I'll bring it up.

This screenshot demonstrates the issue, the left side image is an HWM export from BST 2.1.0, and the right side image is the result of exporting the same setup from any newer BST revision. Something goes wrong when the flexes are compiled, and creates this tearing.

http://i.imgur.com/RRwVuBf.png

Here is the exact same setup to test this with, everything is in relative paths and ready to be compiled, all you need to do is export from the blend and hit the compile button.

http://www.mediafire (dot com) /download/keslcki528tmedb/Enhanced_Spy_Head.zip

Sorry this isn't more detailed but I really just have no clue what is causing this or the circumstances surrounding it.

--------

Another thing to note, although I'm not sure if this is just a natural result of updated code, but older Blender files (like my 2.69 scenes) aren't export compatible after opening them with Blender 2.74 using the 2.5.0 tools.

Is this something that can be fixed? Appending the old object data to a new scene solves the export issue, as long as the scene isn't directly opened first, but for someone with a ton of scene files that would need converting this can really create an annoyance. If it's something that can't be helped though it's not a primary concern.
Last edited by Artfunkel; 5 Oct, 2015 @ 9:51am
< >
Showing 1-15 of 23 comments
Zappy 29 Mar, 2015 @ 2:39am 
Wasn't there something about "DON'T post bugs unless you're using an official release", as in ones released on the Steam group page here, not the one from GitHub?
Taco 29 Mar, 2015 @ 3:17am 
Doesn't matter, this bug is present in official releases, as I stated. The fact that I'm using 1.5.0 only goes to show that it is still unresolved.
Artfunkel 29 Mar, 2015 @ 5:28am 
This is almost certainly down to the fact that I added the export of shape key normals. Before then the normals didn't change at all. It's purely a lighting issue; the verts and UVs stay correct. I'll look into it.

What do you mean by "export compatible"?
Artfunkel 29 Mar, 2015 @ 6:09am 
This is an issue with corrective shape key normals. Looking at Valve's files, many corrective normals are as short as 0.01 units, instead of the expected length of 1.0.

I'll ping someone at Valve and ask what's going on.
Artfunkel 29 Mar, 2015 @ 6:19am 
Last edited by Artfunkel; 29 Mar, 2015 @ 7:12am
Zappy 29 Mar, 2015 @ 6:27am 
That link doesn't work. Edit: It lacks an S at the end.
Last edited by Zappy; 29 Mar, 2015 @ 6:35am
Taco 29 Mar, 2015 @ 10:07am 
By export compatible I just meant that using the latest Blender and Source Tools versions, opening a .blend scene that was originally saved with an older version of Blender will result in all the objects in the scene being unexportable. I've only been able to get it to work by manually appending the contents of the old scene file into a new scene spawned from the more recent Blender installation.

This is the error that appears: http://i.imgur.com/iyCb4wY.png

As for the corrective normals issue, I'm just glad you're aware of whats going on now, I'll try out that new branch, and the older tools still work if need be. Hopefully you'l be able to work out a proper fix for the main branch.
Last edited by Taco; 29 Mar, 2015 @ 10:29am
Artfunkel 29 Mar, 2015 @ 10:42am 
You should find that fixed in the new branch.
Last edited by Artfunkel; 29 Mar, 2015 @ 10:43am
Taco 29 Mar, 2015 @ 2:46pm 
Yep, that fixed it. Thanks a ton.
Taco 29 Mar, 2015 @ 2:56pm 
I'm gonna go ahead and mention this, not that I need this fixed right away or anything, but just so you are aware of it; in that original screenshot I posted of the spy, you may notice that the tongue on the right side picture is blackened compared to the tongue on the left.

I figured this was also a result of the corrective shape key normals issue, although your new branch resolved the tearing and lighting issues, the tongue is still black when exported from the new set of tools.

The tongue uses wrinklemaps to simulate AO, controlled by the positions the flexes are in. Could this be another issue unrelated to the corrective shape keys?

Again, I don't need a hotfix or anything, the old tools still work, but just letting you know something else is up.
Artfunkel 25 Apr, 2015 @ 8:19am 
I've just released a proper fix for this. Try the tongue again.
Taco 25 Apr, 2015 @ 9:56am 
Okay, the normals are exporting correctly now, however I'm still getting the blackened tongue issue.

Taking a closer look at this, I see now that none of the wrinklemaps are being taken out of their default state. I guess I was so concerned with the tongue I failed to notice this. That would explain the tongue being black, as that is how it appears in a non-flexed position.

Don't know if any of this info will help, but here are a few details:

-I'm using an external txt file as the controller source, rather than a generated source embedded into the .blend

-My Input Controllers are structured in this manner, each with a unique element ID:
http://i.imgur.com/AFTQ3Jv.png

-No errors are generated upon export, a few warnings appear referencing corrective shape keys that go unused, although this appears to be inconsequential.

-Using Binary 2 DMX encoding with Model 1 format
Last edited by Taco; 25 Apr, 2015 @ 10:11am
Artfunkel 25 Apr, 2015 @ 12:08pm 
Ugh. I've fixed that too and re-released 2.5.2.
Taco 25 Apr, 2015 @ 2:47pm 
Yep, you're a hero.

That's the last of the bugs from this thread, looks like I can finally ditch 2.69.
Thanks so much for your scrutiny.
xdshot 29 Jul, 2015 @ 12:44pm 
Hi. I got a trouble with my model with HWM flexes. When the flexes are being moved, there are bright and dark spots being appeared on face that aren't supposed be appeared. I though it's somehow related to this issue because I noticed (with Normals enabled in Render tab) that the normals on places of these spots are being rotated.

Here are screenshots how it looks in HLMW (the same looks in SFM):

http://i.imgur.com/bVAGTMr.png (no flexes touched, everything fine)
http://i.imgur.com/i4XiMQo.png
http://i.imgur.com/EQoEJ6r.png
http://i.imgur.com/pwrAP5T.png

I tried:
1) Commenting out $bumpcompress in face's vmt;
2) Disabling normal map in viewer;
3) Setting all wrinklemaps to zero in dmx controller block;
4) Messing around with normals in blender and-re-exporting and re-compiling model;
without any luck.

I use Blender 2.75a and Blender Source Tools 2.5.3.
I would be grateful if you could take the time to review it :)
Last edited by xdshot; 29 Jul, 2015 @ 12:45pm
< >
Showing 1-15 of 23 comments
Per page: 1530 50

All Discussions > Bug Reports > Topic Details