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Formic.Sapien 30 Sep, 2017 @ 11:40pm
GoldSrc export not working
Currently working on:
'Nother update: I found a work around until this can be fixed, see my post below. Essentially I have to export the meshes & animations separately because as soon as you export with an animation is messes up the bones. I can modify the animations from there separately.


HUGE UPDATE: I've fixed the problem by removing all animations (deleting keyframes in dopesheet), and exporting without them. Then the animations that came with the decompile work as long as they weren't exported with blender. My NEW problem is that I need to edit the position of the bones, and I can't do that 'cause exporting the animations doesn't work. I'm really not apt at animating, and something is happening incorrectly, but I don't know what.

EDIT: Does it have something to do with what Artfunkel says in this thread? Something about how animations cannot be bound to objects in blender?


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Update:
Okay update: When I set the compiled mdl's animation frame to 0 the model is in the, I don't know what the word is, the original position, not the default 0 animation. It's easier to just upload pictures:

This is what the frame 0 is of compiled mdl[drive.google.com]
This is what the frame 0 is supposed to be[drive.google.com]

EDIT: I made some gifs of the animations. These illustrate the problem very well:
.mdl with incorrect position[drive.google.com]
correct positions in blender before export[drive.google.com]

The animations (which may be correct or not I cannot tell) continue from the wrong position 0, and I get the wonkey animations, and model in the wrong place as shown here.[drive.google.com]

And in case anyone thinks selecting the "Legacy rotation" would help, here's what I got when I did that[drive.google.com].


_________________________________
Original post:
After hours of searching for solutions to my problems I find solutions that BST has already fixed. HOWEVER, now when I export from blender using the new Goldsrc button, the bone assignments are wrong. I think this is a great depiction of my troubles[drive.google.com].

I'm trying to just learn the basics here as I'm making the weapons for the Half-Life VR mod. In this case all I did was decompile the mdl that came with HL1 using crowbar. Then I imported it into blender, fixed the UVs, and exported it.

BTW, I get the exact same thing if I use the guide that SkyNinja gives in the developer wiki here and the exact same thing again if I use this tool [github.com] that supposed to do the same thing.

One more thing, I'd like to thank the devs of this tool, it's ♥♥♥♥♥♥♥ awesome.

EDIT: With suXin's help I tried decompiling with the mdldec decomplier, and even with a new/different qc I got the same thing :(

EDIT2: Tried with the Hivehand, and I get the same mismatched bones.



Last edited by Formic.Sapien; 1 Oct, 2017 @ 5:02pm
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Showing 1-5 of 5 comments
Artfunkel 1 Oct, 2017 @ 5:14am 
Can you upload your blend file please.
Formic.Sapien 1 Oct, 2017 @ 9:15am 
Originally posted by Artfunkel:
Can you upload your blend file please.

I'll upload a couple. Again, these are decompiled straight from the HL:Goldsrc distribution. I did not modify them at all beyond fixing the UVs. I really hope I'm just doing something stupid, heh. Again, these look great in blender, but at some point between blender and mdl it gets messed up. At this point I suspect it may be something wrong with the animations? I may be exporting them wrong.

Half-Life RPG[drive.google.com]
Half-Life 9mm[drive.google.com]
Last edited by Formic.Sapien; 1 Oct, 2017 @ 9:53am
Artfunkel 1 Oct, 2017 @ 12:38pm 
What you're seeing is the skeleton in its rest posiiton. You can reproduce that in Blender by selecting all bones in Pose mode and running the "Clear Post Transforms" operator.

Why the animations are messing up I don't yet know. Have you exported them too, or are you using the decompilled files?
Formic.Sapien 1 Oct, 2017 @ 1:16pm 
Originally posted by Artfunkel:
What you're seeing is the skeleton in its rest posiiton. You can reproduce that in Blender by selecting all bones in Pose mode and running the "Clear Post Transforms" operator.

Why the animations are messing up I don't yet know. Have you exported them too, or are you using the decompilled files?

Thanks for getting back, btw!

I've gotten the animations to work when I DO NOT export them in blender and just use the ones that came with my original decompile. If there are any animations exported with the model, the whole thing breaks like this whether I use an exported animation or an original. I'm working on seeing if any edits I do do anything if I export them.

In the end, I still need to edit the animation positions. They can be kept the same, they just need to be in a different physical place.


EDIT: Okay I can make edits to the animations and export them, but when I do the whole thing goes back to the Rest Position, and animates from there.

I wonder what would happen if I exported with the animations, then used the "non-corrupted" smds that were previously exported without animation. I'll try that next...
Last edited by Formic.Sapien; 1 Oct, 2017 @ 2:48pm
Formic.Sapien 1 Oct, 2017 @ 5:02pm 
I found a work around until this can be fixed, see my post below. Essentially I have to export the meshes & animations separately because as soon as you export with an animation is messes up the bones. I can modify the animations from there separately.

While it's a work and a pain, I can work around the issue.
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Date Posted: 30 Sep, 2017 @ 11:40pm
Posts: 5