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[FIXED] Too many bone influences per vertex!
I just upgraded to 1.10.3 and Blender 2.69 (64 bit) because I was beating my head against the wall on 2.68b and the UV mangling issue. Now, however, when I export the model as DMX and attempt to compile it, studiomdl complains "Too many bone influences per vertex!"

Steps to reproduce:
1. Import C:\Program Files (x86)\Steam\SteamApps\tofarley\sourcesdk_content\tf\modelsrc\player\scout\parts\dmx\scout_morphs_high.dmx
2. Select all (A) and and use the spacebar menu to invoke "Remove from all Groups"
3. Delete all Source Engine Exportables except head=zero.dmx (and the skeleton).
4. Select "Advanced" flex properties and choose scout_morphs_high.dmx as the controller source.
5. Export as DMX
6. Use "head=zero.dmx" in a QC file.

Working on "new.qc"
DMX Model C:\Users\tofarley\Desktop\aperture_scout/head=zero.dmx
ERROR: Too many bone influences per vertex!
ERROR: Aborted Processing on 'tofarley/apscout.mdl'

EDIT:
So I tried going back to an older version of Blender (2.66a) and I got the same error. I wanted to grab an older copy of your importer/exporter, but you don't seem to have previous versions on your web page anywhere? Where can I download an older version now that google code site is gone?
Last edited by Artfunkel; 13 Dec, 2013 @ 1:11pm
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Showing 1-15 of 20 comments
Zappy 12 Dec, 2013 @ 12:48am 
I have the latest version of the Blender Source Tools, however this bug does not happen for me. Can I have a look at the whole QC or something? And what studiomdl do you compile with?
Captain Cronut 12 Dec, 2013 @ 12:52am 
I compiled it with the SFM studiomdl: \Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\bin\

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
Zappy 12 Dec, 2013 @ 1:15am 
As it works just fine for me, I can try and send you the scout_morphs_high.dmx head I have if you want. However, I don't know what may be causing this bug (unless you went on about modifying the head in any way before exporting).
Hehe, I see you're trying to recompile the Concept Scout model (right?) or something into Hard-Ware Morph mode.
Captain Cronut 12 Dec, 2013 @ 1:24am 
Sure, I can send you the files if you're willing to give it a shot:

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).
Last edited by Captain Cronut; 12 Dec, 2013 @ 1:26am
Captain Cronut 12 Dec, 2013 @ 2:02am 
Woops, I gave you the wrong files. Here are the blend files...

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.
Last edited by Captain Cronut; 12 Dec, 2013 @ 2:14am
Captain Cronut 12 Dec, 2013 @ 2:21am 
Okay, it's spine3 causing this problem. Once I remove spine 3, it will compile. Of course, then his head isn't attached to his body when I import him in SFM.
Zappy 12 Dec, 2013 @ 3:04am 
...I meant the .dmx and such files, not .blend. :P (Textures unnecessary.)

Edit: Hard-Ware Morph Scout head that I have exported, and that works: http://sta.sh/01c80093jk4m
Last edited by Zappy; 12 Dec, 2013 @ 3:29am
Captain Cronut 12 Dec, 2013 @ 10:07am 
Thanks. It's good to know that it can be compiled, but if I need to make any changes to the file (like for some reason he is lying down in SFM when imported) *I* still can't compile it. Did you do anything different to get it compiling?

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.
Zappy 12 Dec, 2013 @ 10:17am 
Just uncomment //upaxis Y (as the files have upaxis as Y, not Z), and it should compile, with him standing up when spawned. And I still have no idea what your problem might be, but as I have the latest version of the Source Tools, and it can compile for me, as well as I have Blender 2.69, I don't think it's just because you have a newer version of the Source Tools.

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 ================
Last edited by Zappy; 12 Dec, 2013 @ 12:00pm
Zappy 12 Dec, 2013 @ 12:46pm 
It seems that there are 2 vertices with >0 bone influence for 3 bones (spine3, neck, head). StudioMDL doesn't like that. However, the fact they have >2 bones now, but didn't usually have, is weird.
Captain Cronut 12 Dec, 2013 @ 4:27pm 
Aha! I am vindicated! Thanks for your work.

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.

Captain Cronut 12 Dec, 2013 @ 9:44pm 
I got a copy of 1.10.2 from someone on the open source filmmaker chat. I'll let you know how it goes. Thanks for the help.
Last edited by Captain Cronut; 12 Dec, 2013 @ 10:37pm
Zappy 12 Dec, 2013 @ 11:22pm 
I do wonder, though... Why would StudioMDL support .smd (and .vta flexes for them) with >2 bone influence per vertice, when it doesn't support .dmx with >2 bone influence? It's stupid (and the only reason I'm unable to convert the pony models to .dmx) .
Captain Cronut 12 Dec, 2013 @ 11:37pm 
Success! So, downgrading to source smd tools 1.10.2 didn't *fix* my problem, but what it did was actually provide a warning during export that 1.10.3 did not. It warned me "WARNING: warning implicit motionless bone is pushing head=zero.dmx over the weight link limit"

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).
Last edited by Captain Cronut; 12 Dec, 2013 @ 11:40pm
Zappy 12 Dec, 2013 @ 11:46pm 
The emotions and phonemes tab... I don't really know, but I think it would work to find tf_movies/models/player/hwm/scout_phoneme and _emotion.pre or something, and copy-paste them where you compiled the Aperture Concept Scout to (and rename if necessary, to [modelname]_[phoneme/emotion].pre).
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.)
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