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All Discussions > Help > Topic Details
Misfire! 27 Aug, 2018 @ 9:21pm
Bone positions when compiled don't match blender placement
I have an armature with multiple bones parented to multiple models and animated in blender. All seems well there. However when the model is exported to smd files and compiled, the highlighted bone placements don't match blender locations. Root yeah, but no others. I can do some qc/smd file tweaking with model offsets and move things around in the final model but can't seem to get bone placements aligned to blender placements so that "sub models" are correct.

Thanks for any advise.
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Showing 1-9 of 9 comments
xdshot 27 Aug, 2018 @ 11:52pm 
Exported mesh is built against reference pose of armature and mesh objects, not that you see in blender.

In qc there might be $definebone lines that re-define reference pose.
Momo 28 Aug, 2018 @ 5:19am 
What does your QC file look like?
Misfire! 28 Aug, 2018 @ 2:43pm 
My qc is very minimal while I learn and troubleshoot this. There are no definebones instructions, and I've excluded all animation actions at this time. Will I need to add my own definebones statements? That would be very difficult to get the correct measurements manually. I'd hoped their locations would be exported from blender.

QC....
$ModelName "nf/vehicles/air/falcon/emp_nf_falconjet_mobile.mdl"

$Body airframe "nf_falcon_airframe.smd"
$model fanstar "nf_falcon_fan_Starboard.smd"
$model fanport "nf_falcon_fan_Port.smd"
$model fantail "nf_falcon_fan_Tail.smd"
$model cannon "nf_falcon_cannon.smd"

$SurfaceProp "metal"

$Contents "solid"

$CDMaterials "nf\vehicles\air\falcon\"
$sequence idle "nf_falcon_airframe.smd" fps 1

$keyvalues { "prop_data" { "base" "Metal.Large" "health" "100" } }

And a typical sub model smd file (minus all the triangle data)

SMD exported from blender...
version 1
nodes
0 "base_bone" -1
1 "TailFan_bone" 0
2 "PortFan_bone" 0
3 "GunTurret_bone" 0
4 "StarboardFan_bone" 0
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
1 -0.484572 -4.589298 0.473971 -1.571133 0.016496 0.016484
2 -0.137782 0.513171 3.614685 0.016491 -0.015916 1.570524
3 -0.130809 3.063153 0.001382 -0.006179 -0.001194 -0.349016
4 -0.267483 0.511181 -3.588485 0.016483 -0.000209 1.570783
end
Last edited by Misfire!; 28 Aug, 2018 @ 4:16pm
xdshot 28 Aug, 2018 @ 11:01pm 
Multiple $model statements are not allowed, use $body instead

And you mentioned (one) exported SMD while there are multiple smds in qc...
ZeqMacaw 29 Aug, 2018 @ 9:33am 
Multiple $model is allowed.
Last edited by ZeqMacaw; 29 Aug, 2018 @ 9:34am
Misfire! 29 Aug, 2018 @ 8:36pm 
Yes, multiple SMDs but I only posted one as example since the others where near identical. And yes you can compile with multiple models. I tried a body group as well which works too. But produces same bone position problem.

I suspect I'm not setting up something in blender to studiomdl's satisfaction, but at this point I don't know what.
Last edited by Misfire!; 29 Aug, 2018 @ 8:36pm
Momo 30 Aug, 2018 @ 3:33am 
If you want, you can upload the files somewhere so we can take a look.
Misfire! 1 Sep, 2018 @ 10:39am 
Thanks for the offer, but I think I was able to solve the bone position issue finally. I found my armature rig was at a different scale (56.0) than the reference mesh (1.0). While in object mode I was able to choose the armature, CTRL+A and "Apply the Scale" which returned the scale back to 1.0. I can now see each highlited bone in the correct locations after the complie. I still have an issue where the additional models are not alligned with the bones though. That is a separate issue probably solved by the correct qc entries.
xdshot 1 Sep, 2018 @ 10:42am 
That's what I refered as reference pose. One with un-applied transforms
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All Discussions > Help > Topic Details
Date Posted: 27 Aug, 2018 @ 9:21pm
Posts: 9