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SeroRonin 8 Jul, 2016 @ 1:52pm
Bad Rotations when porting from SFM to Blender
Basically, what I'm trying to do is port the new TF2 Carlton taunt from the Scout to the rest of the classes

I finished the animations for the demoman, and I was going to compile over the Schaudenfraude, but anytime I try to import a DMX from SFM to Blender, the arm and leg bones (excluding the feet and hands) become rotated about 90 degrees (90 on R, -90 on L) on the Z axis, but keep their locations

As per usual, it looks fine in SFM (even when imported again), but importing it to blender breaks it

SFM - http://imgur.com/PxuvfwT
Blender - http://imgur.com/MsFdIKp

I assume this is an issue between the assigned axis, but I do not know how to fix it without losing a lot of animation quality

Also, I get an error upon import that says that the .DMX has 44 bones that demo_reference.smd does have (Which I'm guessing is the flexes, but I'm not sure)

Any help would be appreciated
Last edited by SeroRonin; 8 Jul, 2016 @ 2:09pm
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Showing 1-3 of 3 comments
Zappy 8 Jul, 2016 @ 3:27pm 
For the weird rotations... You realize the source DMX files included with the Source SDK have different rotations than when compiled into an MDL, right? As such, it's also different for the animations.

For the bones, Team Fortress 2 has things like prop_bone, weapon_targe, heck, even weapon_bone, that the DMX sources don't (compiled into the model using $DefineBone to define bones the mesh doesn't have).

Thus, neither of these are a bug with the Blender Source Tools.
SeroRonin 8 Jul, 2016 @ 7:18pm 
Originally posted by Zappy:
For the weird rotations... You realize the source DMX files included with the Source SDK have different rotations than when compiled into an MDL, right? As such, it's also different for the animations.

For the bones, Team Fortress 2 has things like prop_bone, weapon_targe, heck, even weapon_bone, that the DMX sources don't (compiled into the model using $DefineBone to define bones the mesh doesn't have).

Thus, neither of these are a bug with the Blender Source Tools.

The thing is, I never use the Source SDK resources due to the fact that they haven't been updated in 9 years. All of the the models I am using are the latest models in both SFM and Blender (I make sure to keep the playermodels and animations updated), so there is no reason there should be a problem between them.

Also, it seems importing a decompiled version of a taunt from demo_animations.mdl into SFM causes the same issue, but in reverse.
Zappy 9 Jul, 2016 @ 12:54am 
...Okay then. My bad. Continue on with this bug report, then.
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Date Posted: 8 Jul, 2016 @ 1:52pm
Posts: 3