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All Discussions > Help > Topic Details
Blue 22 Dec, 2019 @ 8:12am
Vertex animation / physics question
Hello everyone. I have a question about the source tools- if i create a physics simulation in blender and bake it; how can i export that to source engine, if its even possible? like how valve did with the smashed hotel in portal 2; but in blender.
unless those models just have 50000 bones or something

idk, i've never looked at those models in a model viewer.

i ask because im making a p2 mod and want some detailed destruction going on in some places possibly; but i also have a crazy experemental idea of a room filling with water in a more real-looking way using baked blender water sim. although i dont think the water will work due to the vert count changing and stuff
Originally posted by Lion Doge:
I don't know if you've solved it already, but you can use SourceOps to rig rigid bodies (I don't think it works with anything else like fluid or cloth sim). Just remember that you're limited to 128 bones in one file or something around that.
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Showing 1-6 of 6 comments
xdshot 22 Dec, 2019 @ 11:07am 
Why not just open that model and see.
Blue 22 Dec, 2019 @ 11:56am 
Originally posted by xDShot:
Why not just open that model and see.

unhelpful. im asking how to export; and simply importing that model will not show me how.
xdshot 22 Dec, 2019 @ 12:37pm 
I mean, you'd discover if it's vertex animated or tons of bones.

As of vertex animating, there is a workflow for Maya
Blue 22 Dec, 2019 @ 12:53pm 
Originally posted by xDShot:
I mean, you'd discover if it's vertex animated or tons of bones.

As of vertex animating, there is a workflow for Maya

i wouldnt be here if i used maya. this is for blender. but you have a point about finding out weather it uses bones. and it does not.
Artfunkel 3 Jan, 2020 @ 6:40am 
Those models were created with hundreds/thousands of bones. It's very complicated to set up and there is nothing in the Source Tools to help you there.

Vertex animation is actually supported if you target a recent enough engine (Portal 2 probably doesn't qualify), but it's an engine hack intended for Source Filmmaker and probably wouldn't behave correctly in a game.
The author of this thread has indicated that this post answers the original topic.
Lion Doge 13 Jan, 2021 @ 10:03am 
I don't know if you've solved it already, but you can use SourceOps to rig rigid bodies (I don't think it works with anything else like fluid or cloth sim). Just remember that you're limited to 128 bones in one file or something around that.
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Date Posted: 22 Dec, 2019 @ 8:12am
Posts: 6