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Titanic 9 Oct, 2017 @ 6:49pm
Exported model not showing expected modifications
I'm trying to modify an existing SFM model so its default pose is not the Jesus pose, but has their arms at their sides. What I tried is:

1.) Decompiled the model with Crowbar.
2.) Imported the model into Blender.
3.) Rotated the model's arms into the position I want.
4.) Created a duplicate object of the model's vertices.
5.) Deleted all the Shape Keys from the duplicate. I did this because otherwise it wouldn't let me apply the Armature modifier.
6.) Applied the Armature modifier on the duplicate.
7.) Set the Pose as the Rest Pose.
8.) Exported the duplicate model.
9.) Modified the model's QC file to use the SMD file of the duplicate.
10.) Compiled the model.

What I'm seeing in SFM when I load the modified model is that the arms are still in the Jesus pose, but there seems to be some strange wrinkling at the shoulders. Are there any other steps I need to do to modify the model the way I want?
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Showing 1-10 of 10 comments
ZeqMacaw 9 Oct, 2017 @ 7:01pm 
You do not have to duplicate anything, but you can simply rename the mesh so that BST will export to new SMD name.

I think you are missing a step between 7 and 8. You should Add a new Armature modifier (this is what attaches the vertex group weights back to the bones):
In Mesh's Modifier panel, select: Deform > Armature
Click the Object field.
Select the armature from the list.
Titanic 9 Oct, 2017 @ 11:54pm 
Yeah, I remember now that I also added back the Armature modifier before exporting. I think my issue has something to do with the QC file, because when I import the modified SMD back into blender it looks correct with the arms lowered, but when I import the QC file that uses the modified SMD the model's skeleton has the arms lowered, but the pose has the arms in the original position.

The QC file has other bodygroups that come from different SMD files, so maybe the other SMDs that I haven't modified are causing the main SMD to get reverted?
Zappy 10 Oct, 2017 @ 9:28am 
Does the QC file contain $DefineBone anywhere, and did you change the SMD/DMX of the first $Sequence line in the QC?

Originally posted by a clean Xbox:
I'm trying to modify an existing SFM model so its default pose is not the Jesus pose, but has their arms at their sides. -
It is definitely favourable for a model to either be built that way in the first place or not be used like that at all, especially considering the way a model is rigged and such (for example, you're saying the shoulders look "wrinkled" when in the same position as before).
If you really want to do it, you should do it by changing the pose of the SMD/DMX of the first $Sequence, while keeping the SMD(s)/DMX(es) used in $Model, $Body, and $BodyGroup un-altered.

And in any case, de-compiling a model isn't always flawless, and to be honest, it's rarely flawless when flexes are involved... and if it's a character, it likely has flexes, and if you're saying the model has shape keys when you import its QC or such through the Blender Source Tools, it definitely has flexes (which, again, usually doesn't de-compile that well).



TL;DR: If you are doing this only for the sake of a model by default starting with its arms in a different position, it's very far from worth it.
Titanic 10 Oct, 2017 @ 12:40pm 
The QC file does not contain $DefineBone anywhere, and I did not change the SMD of the first $Sequence line. There is actually only one $Sequence, and it is called "ragdoll". The model does in fact have lots of flexes, and several $BodyGroup entries.

Could the other $BodyGroup entries be a problem, since they are all in the original Jesus pose?
Zappy 10 Oct, 2017 @ 12:57pm 
Originally posted by a clean Xbox:
- I did not change the SMD of the first $Sequence line. -
Then the first sequence of the model has the model in a T-pose, which will then be the pose the model will be in when loaded in Source FilmMaker.

Originally posted by a clean Xbox:
- Could the other $BodyGroup entries be a problem, since they are all in the original Jesus pose?
If a bone is in a file used by a $Sequence, that bone will have the position and rotation it does in that $Sequence. If not, then the bone will have the position and rotation it does in the first referenced model file that has the bone in it. So if the modified-pose model is the one used first (in the first $Model/$Body/$BodyGroup), then the bones will have the modified pose unless un-modified bones of the same names are in a $Sequence. Something along those lines.


In other words, check the bones and their posing in the $Sequence file first of all.
Last edited by Zappy; 10 Oct, 2017 @ 12:57pm
Titanic 10 Oct, 2017 @ 2:37pm 
Thanks, I looked at the bones in the SMD referenced in the $Sequence and they were in the T-pose. I replaced the SMD used in the $Sequence to be the modified SMD, and now the model's arms are lowered correctly in SFM. However there is still something wrong with the arms where some of the vertices seem to be pointing out slightly and making sharp pyramids.

There is a .vta file that has the same name as the main SMD, and seems to contain all the vertices used in all the SMDs. When I view those vertices in Blender none of them have the arms lowered, so could that be causing the pointy vertices in the modified model?
Zappy 11 Oct, 2017 @ 4:31am 
Originally posted by a clean Xbox:
- However there is still something wrong with the arms where some of the vertices seem to be pointing out slightly and making sharp pyramids. -
And this is why a model is best off in a T-pose by default, especially if it was originally made that way. Again...
Originally posted by Zappy:
- If you really want to do it, you should do it by changing the pose of the SMD/DMX of the first $Sequence, while keeping the SMD(s)/DMX(es) used in $Model, $Body, and $BodyGroup un-altered. -
But also again, it is not worth it to de-compile, edit, and re-compile a model if it's only for the sake of making a model not have a T-pose by default.
Titanic 11 Oct, 2017 @ 10:00am 
Thanks, I changed the $Model to be the original SMD, and set the $Sequence to the modified SMD, and now the model correctly has their arms lowered in SFM with no weird glitches.
Titanic 11 Oct, 2017 @ 5:16pm 
I also figured out that the pointy vertices are somehow caused by the flexes, because when I commented them out from the QC file the model looked correct even when the $Model was set to the modified SMD.
Titanic 19 Oct, 2017 @ 1:18am 
I finally figured out how to get flexes to work properly with my modified model without messing up the vertices I changed. Since all my flexes were in the head region, what I did was I deleted all the vertices in the original model except the ones in the head, and then exported the SMD. This created a new VTA file, and in the QC of my modified model I used that new VTA file.
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Date Posted: 9 Oct, 2017 @ 6:49pm
Posts: 10