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
This was compiling fine (but with the UV problem) before I upgraded the plugin. Now I can't even compile. My QC is here:
https://gist.github.com/tofarley/7924998
I was having a long discussion about this on facepunch with revzin. He was trying to hepl me get around the UV mapping issue... I decided to upgrade and I deleted my old plugin. Do you happen to have an older copy of the plugin? This version is not working for me at all, and I let blender delete the one that worked :(
Discussion:
http://facepunch.com/showthread.php?t=1332475
Hehe, I see you're trying to recompile the Concept Scout model (right?) or something into Hard-Ware Morph mode.
https://dl.dropboxusercontent.com/u/1922411/aperture_scout.zip
So, what I have going on in there.
Basically I'm just trying to get a full hardware morph head onto the cool concept scout's body.
head=zero.dmx is the official Valve scout head. I removed the body and exported it.
scout_morphs_low.dmx.001.dmx is the concept scout's body, with the head removed.
In the QC I merge this things together. There are still some files in this directory that I'm not using.
Before upgrading to the latest exporter, I had no problem exporting this exact code. I was having entirely different issues, caused by a bug in a specific version of blender. (discussed at length in the facepunch thread).
https://dl.dropboxusercontent.com/u/1922411/out_again.zip
EDIT: I sort of got it working, but with some weird problems.
I removed most of the bones in his body except his head. He compiled and loaded, though the body doesn't look quite as good as the original model... more shadows around the armpits for some reason.
Oh and his head isn't attached to his body, lol. When I rotate him at the pelvis his head stays behind. Maybe I just need to leave a bit more bone structure.
Edit: Hard-Ware Morph Scout head that I have exported, and that works: http://sta.sh/01c80093jk4m
I'd still really like to get an older version of the plugin, because that worked *for me*. I can't believe they don't have an archive :( Can someone please provide me with some older versions of the plugin? I have tried it on both 2.66a and 2.69 with the same issues.
Edit: I hit the "Check for updates" button, it upgraded to version 1.10.3 (I had 1.10.2 before; forgot to update) of the Source Tools, and now I can't export the head. I'll mess around a little more tomorrow, and notify you all of the results.
Edit 2: I just derped, and set the flex controller block to the dmx folder instead of the morphs_high dmx file. Now it exported.
Edit 3:
"F:\SteamLibrary\SteamApps\common\SourceFilmmaker\game\bin\studiomdl.exe" -nop4 -r -game "F:\SteamLibrary\SteamApps\common\SourceFilmmaker\game\tf_movies" "F:\Blender\VZ Scout\scout.QC"
Process started >>>
WARNING: Environment Variable VMOD usermod and -game F:\SteamLibrary\SteamApps\common\SourceFilmmaker\game\tf_movies do not end with the same valueqdir: "f:\blender\vz scout\"
gamedir: "F:\SteamLibrary\SteamApps\common\SourceFilmmaker\game\tf_movies\"
g_path: "F:\Blender\VZ Scout\scout.QC"
Building binary model files...
Working on "scout.qc"
DMX Model f:\blender\vz scout\head=zero.dmx
ERROR: Too many bone influences per vertex!
ERROR: Aborted Processing on 'player/vz/scout.mdl'
<<< Process finished. (Exit code -1)
================ READY ================
I'm not crazy. There is something up with the importer/exporter in the current release. Maybe I should recreate this in bugs, since this is a standard Valve model, it should be pretty much "baseline" It should work with no hitches. This isn't a random model I recompiled from Garry's Mod. This is the source model that ships with SFM.
Which leads me back to my original question, do you (or anyone reading this) have 1.10.2 still lying around? I really need to go back to the last-known working copy of the plugin.
Which lead me to google this error, which lead me to: https://developer.valvesoftware.com/...rce_Tools_Help
Which in turn lead me to disable the option "Implicit Motionless bone" in Blender. The model exported, compiled, loaded in SFM, has eyes, has facial morphs, and animated correctly (at least on initial impression) with the built-in sequences.
I know it's the same *thing* you (and stdiomdl) were trying to say, but searching for those phrasings weren't returning any results. The way it was worded in the blender export warning led me to the answer.
Why didn't it give me that warning? The only warning it was giving me before was about flex "PuffLips" not being defined.
The only things left to do at this point are get the emotions and phonemes tabs back (which you described above) and fix his orientation. (setting $upaxis turns him on his side, instead of standing him up, for some reason).
And for the make him stand up part? Just import the hard-ware morph Scout again (with upaxis Z), export the head (after setting advanced flexes and such) (also with upaxis Z), and then use $upaxis y in the QC.
(The "$sequence ref" model/skeleton may need to be turned around -90 degrees on the X axis, or imported with upaxis Z, and exported with upaxis Y, in case that has upaxis Z.)