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All Discussions > Help > Topic Details
PeppehGreens 10 Apr, 2019 @ 7:19pm
Bones automatically removed after exporting.
I am editing a model I found on the work shop. I made small adjustments to see if I can get it to work. For some reason when I export the file, the bones I made are removed, then replaced by a set of bones that are 90 degrees in the wrong direction on the Z axis. I have no clue how to fix this and could really use some help.

This is my process:

1) Import the SMD with the normal bones.

2) I make adjustments to the model and small adjustments to the bones.

3) Using the source engine export I export it as a SMD, Target up axis Z, Target engine Source.

Past this point once it is exported, if I open it again the bones are 90 degrees away from the model itself.
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Showing 1-13 of 13 comments
merydian 10 Apr, 2019 @ 7:22pm 
Really, it maybe idle sequences problem. Try to import it without sequences
PeppehGreens 10 Apr, 2019 @ 7:24pm 
How do I do that? I literally just jumped into blender today and I am trying my best.
merydian 10 Apr, 2019 @ 7:26pm 
Import smds not .qc, maybe model will get standard position
Last edited by merydian; 10 Apr, 2019 @ 7:26pm
PeppehGreens 10 Apr, 2019 @ 7:27pm 
I've tried that but I will try it again.
PeppehGreens 10 Apr, 2019 @ 7:28pm 
https://gyazo.com/aad8fe0516ae29fbf65e99bd086b2fe8

This is what the model turns out to be after compiling it in crowbar.
merydian 10 Apr, 2019 @ 7:31pm 
Can you remade idle sequence? Also try to refresh $definebones
PeppehGreens 10 Apr, 2019 @ 7:33pm 
https://gyazo.com/2efc9f3a0347fe994d8746aebefd6855

This is opening it straight from the SMD file.

I can try but I have no clue what either of those are.
PeppehGreens 10 Apr, 2019 @ 7:35pm 
I wish I could just pay somebody to do this for me but I couldn't find anybody to do it and now I am already this far in
merydian 10 Apr, 2019 @ 7:36pm 
If you go to edit mode is it gets normal position?
merydian 10 Apr, 2019 @ 7:38pm 
If it looks rotated in blender without sequences and imported straight from model .smds, it's actual looking of it
PeppehGreens 10 Apr, 2019 @ 7:41pm 
I think something is just wrong with the model I guess. For some reason I just restarted the entire process and it looks like it might work. I just hate restarting after I was already so far.
Pte Jack 10 Apr, 2019 @ 10:47pm 
Apply the transforms before exporting ( Select all objects, Ctrl+A, Check Rotation, Rotation and Scale ON in the options.) then export the SMDs and compile. Also, if bones don't have mesh assigned to them, the optimization process in the compile will removed them. To keep bones that don't have mesh assigned, they have to be defined in the QC. If you define bones in the QC, ALL bones you want in the model have to be defined. If a QC contains $defineBone (name Coords) any bone not defined will be removed, attached to mesh or not.
Last edited by Pte Jack; 10 Apr, 2019 @ 10:50pm
Artfunkel 11 Apr, 2019 @ 12:13pm 
There's an unfortunate legacy issue in Source where all SMDs are rotated like this by default. Animations are rotated 90 degrees in the other direction to cancel out the problem.

Judging from what you were seeing in your other thread, it seems to me that you are definitely compiling meshes against animations that don't agree with them.
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All Discussions > Help > Topic Details
Date Posted: 10 Apr, 2019 @ 7:19pm
Posts: 13