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Alaxe 25 Sep, 2016 @ 9:30am
Some Decompiled Source Animations Aren't Importing
I was looking to import some source animations for source models in BLENDER. After decompiling the animations into .smd files, some animations do not work when imoprted. When the .smd of the animation is imported, the models just go to their default pose and have no key-frames.

Any help is greatly appreciated
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Artfunkel 25 Sep, 2016 @ 11:11am 
Please upload the files somewhere.
ZeqMacaw 25 Sep, 2016 @ 12:08pm 
The problem is likely the decompiler did not create the animation files correctly.
Alaxe 25 Sep, 2016 @ 4:06pm 
Originally posted by ZeqMacaw:
The problem is likely the decompiler did not create the animation files correctly.

I have used Crowbar to decompile the .mdl's. I downloaded another decompiler and the same animations did not work. Here is an image of my Crowbar settings to see if I have any settings weird. http://imgur.com/a/Wijm0
Alaxe 25 Sep, 2016 @ 4:08pm 
Originally posted by Artfunkel:
Please upload the files somewhere.

Here you are. http://www15.zippyshare.com/v/oTXpNCg0/file.html

There are 2 folders. One being the exported animations and the other being the original .mdl file. It appears that most of the taunt animations do not work. The ones I am mainly after are "taunt_rps_paper_lose", "taunt_rps_rock_lose", and "taunt_rps_scissors_lose".

If I could get any of those to work, that would be great
Last edited by Alaxe; 25 Sep, 2016 @ 4:08pm
ZeqMacaw 25 Sep, 2016 @ 6:05pm 
I see what the problem is for the first animation you want to look at, "taunt_rps_paper_lose". For some reason Crowbar (0.34) does not put any data into the "taunt_rps_paper_lose.smd" file. However, searching for "taunt_rps_paper_lose" in the QC file shows the following $sequence blocks:
$Sequence "layer_taunt_rps_paper_lose" { "scout_animations_anims\layer_taunt_rps_paper_lose.smd" fadein 0.2 fadeout 0.2 hidden fps 30 } $Sequence "taunt_rps_paper_lose" { "scout_animations_anims\taunt_rps_paper_lose.smd" { event AE_WPN_HIDE 0 "" } fadein 0.2 fadeout 0.2 addlayer "layer_taunt_rps_paper_lose" fps 30 noanimation // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "a_reference" 0 weightlist "weights_SECONDARY_fire_alt" }

The "taunt_rps_paper_lose" sequence uses a layer, "layer_taunt_rps_paper_lose". Loading the scout model then the "layer_taunt_rps_paper_lose.smd" animation file shows what we would expect, the taunt animation.

The other two animations you mentioned probably have the same setup.

In conclusion, this is not a bug in Blender Source Tools, but a bug in Crowbar (because of the lack of data in the SMD file, which should probably be an idle animation that is combined with the layer animation).
Last edited by ZeqMacaw; 25 Sep, 2016 @ 6:05pm
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Date Posted: 25 Sep, 2016 @ 9:30am
Posts: 5