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All Discussions > Help > Topic Details
Byte 17 Jan, 2018 @ 5:29am
Blender animation differs in source model viewer after exporting
Howdy,

I am working on this model from here:
https://tidiestflyer.deviantart.com/art/The-Knuckles-meme-as-a-3d-model-704695335

All I want to do is add an idle + walking animation to the model.
It already rigged and I followed a simple tutorial on how to add a walk animation:
https://www.youtube.com/watch?v=d-wQ8nRWTBs

Now the only issue is, the animation appears/looks great in Blender.
But after exporting to smd and compiling my qc, it looks different (both in source model viewer/in game).
The legs act odd and move in odd ways.

I did spend a lot of time researching/etc.
I read the export ignores root object transformations.
Parenting the mesh to the armature makes it a little better (its no longer odd leg movements) but it looks like only half the keyframes are playing? (i.e. keyframes 0-15?)

Honestly I tried a lot of things and have no clue what to try next so some guidance/help would be great.

My blend file: (remove space in url)
http://www.media fire.com/file/0xiunk858iz85b0/Knuckles_source.blend

My .qc file:
https://pastebin.com/raw/vHak4KZ5

Thanks in advance!
Last edited by Byte; 17 Jan, 2018 @ 5:30am
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Showing 1-5 of 5 comments
ZeqMacaw 17 Jan, 2018 @ 6:17am 
I have taken a look at the files. As a test, I exported the SMD files and set up the QC to use the same file names as the exports. Then, I opened another Blender and imported the edited QC. This shows the obvious cause of the issue you described: the bones are not lined up with the mesh.

I do not know the exact changes you need to make, but I do know you need to do something like redo the weight painting, Apply Rest Pose, and/or Apply Location.
Byte 17 Jan, 2018 @ 9:58am 
Originally posted by ZeqMacaw:
I have taken a look at the files. As a test, I exported the SMD files and set up the QC to use the same file names as the exports. Then, I opened another Blender and imported the edited QC. This shows the obvious cause of the issue you described: the bones are not lined up with the mesh.

I do not know the exact changes you need to make, but I do know you need to do something like redo the weight painting, Apply Rest Pose, and/or Apply Location.

Thanks for the reply.
Spend a good 2-3 hours experimenting with weight painting, rest pose/apply locations but I couldn't get it to work.
I'm completely stumped :(
ZeqMacaw 17 Jan, 2018 @ 10:16am 
You could try joining the Dead 4 Mods Discord server #modding channel ( https://discord.gg/4qtmzBP ), and ask about it there. Seems like there are modders there that could help with this.
Byte 17 Jan, 2018 @ 9:50pm 
Originally posted by ZeqMacaw:
You could try joining the Dead 4 Mods Discord server #modding channel ( https://discord.gg/4qtmzBP ), and ask about it there. Seems like there are modders there that could help with this.

I've asked my question and i'll monitor there and here for replies.

In the meantime I tried importing the smd and trying to align the armature/mesh and redoing the animation but its still quite odd.

I think next i'll try importing just the walk animation smd, setting a default pose, then redoing the animation and seeing if that fixes anything.

10+ hours spend on this so far on such a simple thing haha :steamfacepalm:
Byte 18 Jan, 2018 @ 3:07am 
Okay finally fixed!

What I did to fix it:
- Make sure transformations are applied on object mode (Control+A, Scale, Rotation, Location) on both mesh + armature.
- Delete all shape keys for mesh
- Delete Amature modifier from mesh
- Click on mesh then armature, Control + P, then Armature Deform with Empty Groups
- Then finally go and readd the amature modifier

I did this and exported and it finally was aligned and walk animation played through properly.
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Date Posted: 17 Jan, 2018 @ 5:29am
Posts: 5