Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.