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Alphaey 27 Feb, 2019 @ 12:28pm
Skeleton not lining up with physics when exporting (Gmod)
As i mentioned above it seems like my bones do not line up with my Physics as shown below it looks perfectly normal in Blender even the pose work but when i export it and use crowbar it just ♥♥♥♥♥ up

https://imgur.com/a/YEgubKX

Aperture_Areospace on my last post made a suggestion but that didnt seem to work... I might be retarded but i think according to https://developer.valvesoftware.com/wiki/Blender_Source_Tools_Help#Exporting

that would have worked if it was for like TF2 i checked my QC and there was no $upaxis ---> Thanks for the help anyway and if im retarded please tell me what im doing wrong

Link to previous post
https://steamhost.cn/steamcommunity_com/groups/BlenderSourceTools/discussions/1/1797403972752151354/

I decided to make a new post because i felt like i learned so much new information i wanted to gather it on a new post
Last edited by Alphaey; 27 Feb, 2019 @ 12:29pm
Originally posted by Artfunkel:
It does look an awful lot like you've made your model in the wrong pose. Try applying the rest position (arms down[i.imgur.com]) to your mesh.
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Showing 1-8 of 8 comments
Artfunkel 27 Feb, 2019 @ 1:27pm 
It looks like your reference mesh pose doesn't agree with the animation's starting pose. Did you export this crowbar animation yourself or did you acquire it from elsewhere?
Alphaey 27 Feb, 2019 @ 1:29pm 
Originally posted by Artfunkel:
It looks like your reference mesh pose doesn't agree with the animation's starting pose. Did you export this crowbar animation yourself or did you acquire it from elsewhere?


I got it from the steam workshop. I decompiled the model put it into Blender, exported it and compiled it again.. I wanted to change the names but i though i might have fucked up in the process so i tried just importing the model without touching anything (I did it by importing the .qc file into blender) and then i exported the original file without touching it and compiled it again with the same error
Artfunkel 27 Feb, 2019 @ 1:31pm 
You'll need to export both the reference mesh and the animation from Blender to guarantee that they line up.
Alphaey 27 Feb, 2019 @ 1:33pm 
Originally posted by Artfunkel:
You'll need to export both the reference mesh and the animation from Blender to guarantee that they line up.

I do export the anims folder from Blender with the ragdoll in it if that is what you're referencing to
Alphaey 27 Feb, 2019 @ 1:35pm 
https://i.imgur.com/u8uiJrB.png <--- This is how everything looks once it's exported
Alphaey 28 Feb, 2019 @ 12:23pm 
Update


Someone told me to remove the physics when i imported the QC. I did so but i ended up having the physics line up with skeleton now but still having the model doing it's own thing

https://imgur.com/a/8GUZryS

Pics for context

For some reason the model it self refuses to line up or the physics/skeleton refuses to line up with the model
The author of this thread has indicated that this post answers the original topic.
Artfunkel 28 Feb, 2019 @ 12:52pm 
It does look an awful lot like you've made your model in the wrong pose. Try applying the rest position (arms down[i.imgur.com]) to your mesh.
Alphaey 28 Feb, 2019 @ 1:02pm 
Originally posted by Artfunkel:
It does look an awful lot like you've made your model in the wrong pose. Try applying the rest position (arms down[i.imgur.com]) to your mesh.


MAD LAD


It fixed it!
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Date Posted: 27 Feb, 2019 @ 12:28pm
Posts: 8