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Animation deforms mesh
I ported this from an Unreal 5 game and renamed the bones
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393706983
HL2 animations originally butchered the whole thing, but i fixed it using bone roll, using the male_07 skeleton as a reference
Now when I use the anims again, it squeezes the waist, specifically at ValveBiped.Bip01_Spine1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393707104
Gmod pm layer animations don't do this, only HL2 anims and I'm clueless on how to fix this.
I'm also not sure how to fix the hand and finger bones, as the male_07 skeleton has its arms straight while this mesh has the forearms bent foward a bit
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393707198
Any help would be appreciated
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Showing 1-5 of 5 comments
Artfunkel 28 Dec, 2024 @ 1:28am 
The skeleton of the mesh must be identical to the skeleton which the animation targets. You will need to change either the model or the animations to make this happen.
Er,
How do i change the model to make this work?
(This is the first time I've attempted something like this)
I also don't understand why the anim would squeeze it like that, if the roll of the bone is what its supposed to be.
I also did try to parent the mesh to the male_07 skeleton with automatic weights, but it threw an error at me, "bone heat weighting failed"
Artfunkel 29 Dec, 2024 @ 11:30am 
It's very difficult. You'll have to look this up online as it's a general modelling task and not related to the Blender Source Tools.
Ok
Still don't know why the anim would affect the mesh at the waist specifically like that. It looks like the scale for that bone is off.
Thanks for replying!
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