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All Discussions > Help > Topic Details
PeppehGreens 10 Apr, 2019 @ 10:02pm
Things copied, pasted, then exported are showing up on the wrong axis and it won't change.
Any time I copy and paste something from another model to my model, when I export it, the mesh never stays on the axis it was suppose to be on.

What it looks like in blender: https://gyazo.com/06b82fbb2a295d8051bbf9a7b2b4b2f9

What it looks like in game: https://gyazo.com/16e7f047dededa93c076eddefacd84b9

Any tips?
Last edited by PeppehGreens; 10 Apr, 2019 @ 10:03pm
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Showing 1-10 of 10 comments
Pte Jack 10 Apr, 2019 @ 10:45pm 
Have you applied the Transforms (Location, Rotation and Scale) to your model before exporting (Select all objects, Ctl+A, Check on Location, Rotation and Scale in the options)
PeppehGreens 11 Apr, 2019 @ 9:44am 
https://gyazo.com/8a511e60f5dc391306ebf7c3a5ffc829

I just did and it didn't fix it for some reason
PeppehGreens 11 Apr, 2019 @ 10:58am 
I made the meshes have the parent of them main mesh.and it fixed some of it now it is just -90 degrees Z axis
PeppehGreens 11 Apr, 2019 @ 11:07am 
Also it does not move with the model itself. It just does it's own thing. I am so confused.
Artfunkel 11 Apr, 2019 @ 12:10pm 
It looks like you don't have any animation keyframes for the shawl. Did you add it to the model then recompile it with the original animations?
PeppehGreens 11 Apr, 2019 @ 12:18pm 
I added the main model and then took bits and pieces from other models. Do I need to grab animations from the other add ons for the bodygroups?
Artfunkel 11 Apr, 2019 @ 12:22pm 
Yes. You'll need to merge all of the bones and animations together as there's only one skeleton for the whole model.
PeppehGreens 11 Apr, 2019 @ 12:23pm 
Would you recommend copy and pasting the animations from the other model or just recreating them to fit my model?

I am trying to figure out how to move the animations and the bones but the objects I moved to my model do not have bones
Artfunkel 11 Apr, 2019 @ 12:43pm 
If the source model didn't have bones then you'll have to make your own animations. If it did, then you need to join the skeletons together and merge the differences.

This doesn't have much to do with the importer or exporter now, so you'd do much better to look online for general help with Blender than ask here.
PeppehGreens 11 Apr, 2019 @ 8:12pm 
The weirdest thing is just how no matter what the orientation looks like on blender, the objects I added rotate 90 degrees after I export them. I don't know if I have to add something in my qc file to make it work right or not.
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All Discussions > Help > Topic Details
Date Posted: 10 Apr, 2019 @ 10:02pm
Posts: 10