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bazooka 29 Apr, 2015 @ 1:58pm
Importing animation breaks apart mesh, poses it strangely
I'm trying to import a c model and one of its animations. When I either import the model then the animation, or the animation then the model, the model breaks apart in an unexpected way. See screenshots below.

This certainly has something to do with the armature. When I import with Bone Append Mode set to Make New Armature, the model is fine. However, after importing, I'd like for the model to be posed where it is supposed to be in the animation. Is this possible? Creating a new armature won't accomplish it.

The SMDs I'm using were created by decompiling TF2's c_double_barrel.mdl (the Scattergun) and c_scout_animations.smd with Crowbar 0.24. I'm importing with BleST 2.5.2. Using different import settings produced different, but still unexpected, results. I'm unsure if this is a bug in the decompiler, the importer, or simply an issue that cannot be worked around.


First importing c_double_barrel_reference.smd
http://i.imgur.com/er6fOpu.png

Then importing sg_reload_loop.smd
http://i.imgur.com/UfPYkAi.png


First importing sg_reload_loop.smd
http://i.imgur.com/3kEVl4C.png

Then importing c_double_barrel_reference.smd
http://i.imgur.com/vweq1TG.png


Any ideas? Thanks for taking a look.
Last edited by bazooka; 29 Apr, 2015 @ 2:01pm
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Showing 1-8 of 8 comments
Freddie 29 Apr, 2015 @ 11:55pm 
I checked that model in the model viewer and it looks to be broken there as well.

I was also able to recreate your problem on my machine.

Have you tried looking at other models and doing the same?
bazooka 30 Apr, 2015 @ 1:33am 
Thanks Freddie, just tried some other weapons. It looks like importing an animation followed by the model works if the model only contains one bone (weapon_bone). Then it is right where I'd expect it to be during the animation. No such luck for models with multiple bones, unfortunately. The weapon_bone seems to be in the correct spot, but the other bones are not.
Last edited by bazooka; 30 Apr, 2015 @ 1:42am
Artfunkel 30 Apr, 2015 @ 10:47am 
Can you upload the files, please?
Artfunkel 1 May, 2015 @ 2:38pm 
Yes, there's work to be done here. Good job it's a bank holiday weekend!
Hurricane 5 Jun, 2015 @ 4:00pm 
I am having a similar problem with animation imports. I believe it is caused by the animation having a Y up axis and Blender having a Z up axis. the dmx import Up Axis drop down menu does not appear to be working properly. Importing a model and animation results in the model being correctly upright in edit mode, but pointing up towards the y axis with the animation in object mode.

I tried some older versions of the SMD tools and the same thing happens. Does anyone have a temporary workaround for rotating the animation to the correct up axis without the model facing the wrong way in edit mode?
Last edited by Hurricane; 6 Jun, 2015 @ 1:27am
Hurricane 6 Jun, 2015 @ 1:26am 
Okay, I figured out a workaround. My trick is to rotate everything to Y-up in blender before importing the animation, then Ctrl+A and apply rotation to set the new orientation to 0, then import the animation. After that everything can be rotated back to Z up. Hopefully that helps the OP too.
Last edited by Hurricane; 6 Jun, 2015 @ 1:28am
bazooka 13 Jul, 2015 @ 11:34pm 
Thanks CDR Hurricane, though your workaround didn't work for me, I appreciate it. I tried several variations of that approach, but nothing seemed to work.
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Date Posted: 29 Apr, 2015 @ 1:58pm
Posts: 8