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All Discussions > Help > Topic Details
Pfhorbi 1 Apr, 2018 @ 3:08am
Pesky blender_implicit bone.
So I'm trying to compile a model for SFM, but every time I compile it it always ends up with a "blender_implicit" bone at the very origin. It's not in my armature nor the animation sequence, so I'm not sure what I'm doing wrong here. How do I get rid of it?
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Zappy 1 Apr, 2018 @ 3:16am 
That bone is there in SMD exports if "Source Engine Exportables" > "Armature Properties ([Armature name])" > "Implicit motionless bone" is enabled... but unless you've added an $Attachment or $DefineBone for that bone, it shouldn't be there once StudioMDL removes all unused bones, unless you have vertices on the mesh whose total weight link sum for other bones doesn't add up to 1.0 (as any remainder up to 1.0 beyond the other bones' sums gets added to the blender_implicit bone).
Last edited by Zappy; 1 Apr, 2018 @ 3:17am
Pfhorbi 1 Apr, 2018 @ 3:25am 
Originally posted by Zappy:
That bone is there in SMD exports if "Source Engine Exportables" > "Armature Properties ([Armature name])" > "Implicit motionless bone" is enabled... but unless you've added an $Attachment or $DefineBone for that bone, it shouldn't be there once StudioMDL removes all unused bones, unless you have vertices on the mesh whose total weight link sum for other bones doesn't add up to 1.0 (as any remainder up to 1.0 beyond the other bones' sums gets added to the blender_implicit bone).

I have absolutely no idea how to enable or disable this "implicit motionless bone" option. I can't find it anywhere, and I have the latest release of Blender Source Tools.
Zappy 1 Apr, 2018 @ 3:33am 
Originally posted by anna lesbo sex:
I have absolutely no idea how to enable or disable this "implicit motionless bone" option. I can't find it anywhere, and I have the latest release of Blender Source Tools.
See https://imgur.com/Y7Pc7J3 for a visual clarification of it. (Though you should make sure it's not enabled, unlike in the screenshot.)
Pfhorbi 1 Apr, 2018 @ 3:37am 
Originally posted by Zappy:
Originally posted by anna lesbo sex:
I have absolutely no idea how to enable or disable this "implicit motionless bone" option. I can't find it anywhere, and I have the latest release of Blender Source Tools.
See https://imgur.com/Y7Pc7J3 for a visual clarification of it. (Though you should make sure it's not enabled, unlike in the screenshot.)

I'm exporting as .DMX though, so that's not much help. I also don't have any verticies weighed to more than two bones in my model, so that's not an issue either.
Zappy 1 Apr, 2018 @ 3:42am 
Originally posted by anna lesbo sex:
I'm exporting as .DMX though, so that's not much help. -
Then I think the blender_implicit bone automatically gets exported if, but only if, there's any vertex of the mesh where the total weights, when added together, does not add up to 1.0 or more.

For example, if you have a vertex that's weighted 0.2 to a "bip_hand_L" bone and 0.7 to a "bip_lowerArm_L bone", it will automatically weight the remaining 0.1 to an automatic "blender_implicit" bone to get a total weight of 1.0.

You may have vertexes that have weights adding up to 0.99999 or so, so it looks very close to 1.0, but there will still be 0.00001 remaining up to 1.0.
Pfhorbi 1 Apr, 2018 @ 3:49am 
Originally posted by Zappy:
Originally posted by anna lesbo sex:
I'm exporting as .DMX though, so that's not much help. -
Then I think the blender_implicit bone automatically gets exported if, but only if, there's any vertex of the mesh where the total weights, when added together, does not add up to 1.0 or more.

For example, if you have a vertex that's weighted 0.2 to a "bip_hand_L" bone and 0.7 to a "bip_lowerArm_L bone", it will automatically weight the remaining 0.1 to an automatic "blender_implicit" bone to get a total weight of 1.0.

You may have vertexes that have weights adding up to 0.99999 or so, so it looks very close to 1.0, but there will still be 0.00001 remaining up to 1.0.

So how can I find the problem vertex? I haven't gotten any warnings during any of the exports.
Zappy 1 Apr, 2018 @ 3:52am 
Originally posted by anna lesbo sex:
So how can I find the problem vertex? -
Besides manual checking, I don't know. But there may be a weight-map tool that will automatically "normalize" (make the weight sum 1.0) all vertexes. If there is, it will probably contain "normalize" in the name, and you can then try using it or such (while in "Weight Paint" mode).
Artfunkel 1 Apr, 2018 @ 9:24am 
You could select all vertices and then deselect all vertex groups in turn. You'll be left with the unweighted vertex.
Zappy 1 Apr, 2018 @ 9:54am 
Originally posted by Artfunkel:
You could select all vertices and then deselect all vertex groups in turn. You'll be left with the unweighted vertex.
Not necessarily. If a vertice is weighted 0.5 to a bone, then deselecting that vertex group will also deselect that vertice, even if the weight sum of the vertex only adds up to 0.5. The same goes even for infinitely little more than 0.0... and as far as I remember, even 0.0 itself if it's still part of the vertex group.

(Unless blender_implicit is only added to completely weight-less vertices?)
LKI 29 Dec, 2024 @ 7:25pm 
Originally posted by Zappy:
Originally posted by anna lesbo sex:
I have absolutely no idea how to enable or disable this "implicit motionless bone" option. I can't find it anywhere, and I have the latest release of Blender Source Tools.
See https://imgur.com/Y7Pc7J3 for a visual clarification of it. (Though you should make sure it's not enabled, unlike in the screenshot.)
omg thx
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