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Alle diskussioner > Help > Trådoplysninger
PeppehGreens 10. apr. 2019 kl. 19:19
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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merydian 10. apr. 2019 kl. 19:22 
Really, it maybe idle sequences problem. Try to import it without sequences
PeppehGreens 10. apr. 2019 kl. 19:24 
How do I do that? I literally just jumped into blender today and I am trying my best.
merydian 10. apr. 2019 kl. 19:26 
Import smds not .qc, maybe model will get standard position
Sidst redigeret af merydian; 10. apr. 2019 kl. 19:26
PeppehGreens 10. apr. 2019 kl. 19:27 
I've tried that but I will try it again.
PeppehGreens 10. apr. 2019 kl. 19:28 
https://gyazo.com/aad8fe0516ae29fbf65e99bd086b2fe8

This is what the model turns out to be after compiling it in crowbar.
merydian 10. apr. 2019 kl. 19:31 
Can you remade idle sequence? Also try to refresh $definebones
PeppehGreens 10. apr. 2019 kl. 19:33 
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 kl. 19:35 
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 kl. 19:36 
If you go to edit mode is it gets normal position?
merydian 10. apr. 2019 kl. 19:38 
If it looks rotated in blender without sequences and imported straight from model .smds, it's actual looking of it
PeppehGreens 10. apr. 2019 kl. 19:41 
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 kl. 22:47 
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.
Sidst redigeret af Pte Jack; 10. apr. 2019 kl. 22:50
Artfunkel 11. apr. 2019 kl. 12:13 
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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