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Blender Source Tools BleST
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Blender Source Tools BleST
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Akis_02 9 Oct, 2024 @ 6:10pm
Ability to import official CS:S sources v_models into blender without a problem.
Hello there, I want to report a problem, when importing the official weapon sources from cs:s into blender the weapon models look fine at first, but when an animation is applied to them, in this case the deagle being given its reload animation, the whole viewmodel will look directly upwards, without tempering compiling the files as is work fine, but once I change/edit the animation a bit and then compile the model, every time the animation plays ingame the viewmodel bugs out and looks directly up, and there are other issues with importing the cs:s sources into blender with this tool, for instance if the dual elites are imported with any animation they will be gathered in pile while playing its anims. I just want to be able to edit the anims and meshes without issues! (forgot to say, most of the cs:s v_models don't have hands in their mesh and rather call the hands from an outside folder, those hand when given animations will work perfectly fine in the application)

Some screenshots to showcase the situation:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3346088080

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3346088213

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3346088287
Last edited by Akis_02; 9 Oct, 2024 @ 6:14pm
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Showing 1-8 of 8 comments
xdshot 9 Oct, 2024 @ 11:04pm 
Most likely mesh doesn't have same bones hierarchy as animations. The tools can't resolve that, studiomdl can.
Akis_02 10 Oct, 2024 @ 12:04am 
Originally posted by xdshot:
Most likely mesh doesn't have same bones hierarchy as animations. The tools can't resolve that, studiomdl can.
then how does workaround this? because as I said, it compiles fine as is, unedited, but if I edit the animation, it breaks
xdshot 10 Oct, 2024 @ 6:12am 
Originally posted by Akis_02:
Originally posted by xdshot:
Most likely mesh doesn't have same bones hierarchy as animations. The tools can't resolve that, studiomdl can.
then how does workaround this? because as I said, it compiles fine as is, unedited, but if I edit the animation, it breaks
Option 1:
Compile raw files, decompile
Option 2 (tedious):
import animations as separate objects. Bone constraint mesh bones. For each animation, do bake.
Artfunkel 13 Oct, 2024 @ 10:00am 
Where can I find these files?
Akis_02 13 Oct, 2024 @ 11:56am 
Originally posted by Artfunkel:
Where can I find these files?
they leaked like two years ago, I could dm you the assets.
Artfunkel 16 Oct, 2024 @ 1:45pm 
I'm not very interested in supporting leaked model sources. They may just be broken.
xdshot 16 Oct, 2024 @ 2:00pm 
Originally posted by Artfunkel:
I'm not very interested in supporting leaked model sources. They may just be broken.
They are not. They are functionally correct for model compiler.
Another example is L4D2 starter kit, they also have misplaced bones hierarchy
Akis_02 17 Oct, 2024 @ 12:29am 
He is right, as I wrote ONLY the importation of the models into blender is faulty, compiling them gives the same result as if they were in retail cs:s, they are not broken
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