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All Discussions > Help > Topic Details
violently 18 Dec, 2013 @ 7:59pm
Bad export of Animations where Object-mode keyframes used?
I made a few player rigs this week successfully, but I've had weird issues with the walk animation in HLMV with the last one, while in Blender the animations look fine. Here's what I did differently:

Instead of manually moving the model in the X/Y plane each frame to simulate a walking motion, I created in-place walking animations in pose mode, then I entered object mode for the armature, and created a Location keyframe at the first/last frame of the walking animation.

In Blender, this appears to work fine, but when I view the compiled model in HLMV, the walk animation had big problems (bones are scaling each frame, they disconnect from each other, etc).

Here's some more info:
- I didn't use Scale keyframes anywhere (I searched through all actions I export)
- Other exported animations work fine, but others don't use this object-mode movement technique

Any thoughts or suggestions? How do people do walking animations in Blender for Source?
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Showing 1-12 of 12 comments
Zappy 18 Dec, 2013 @ 11:17pm 
As the other exported animations work fine, while not using that movement technique thingie, a work-around would be to not use that technique, and only use pose mode keyframes. (The Blender Source Tools completely ignores object translating/rotating, and only thinks of the edit mode mesh, and pose mode position/rotation.)
Last edited by Zappy; 18 Dec, 2013 @ 11:17pm
Artfunkel 19 Dec, 2013 @ 12:28pm 
Zappy is right, only pose animations are exported. Transfer the object animation to your armature's root bone.
violently 19 Dec, 2013 @ 6:38pm 
How would you transfer object-mode translations to a bone in pose mode? I tried keyframing on LocRot, VisualLocRot, and I even tried just copy/paste, but none of these things worked. Also, if translation is only applied to root-bones, IK bones will not follow since they're not parented to any bones on the armature--This would be bad.

The object-mode translation really cut down on animation time for me, it would be an awesome feature for a future release.
Zappy 19 Dec, 2013 @ 11:17pm 
You know, you CAN also just select all bones at once in Pose Mode, and then move them.
Unless you have vertices not weight-mapped completely, that would do the same as object mode translations, except that the Blender Source Tools would accept that.
(However, transferring the object mode translation to pose mode... no idea about that.)
Artfunkel 20 Dec, 2013 @ 3:13am 
Use keyframe copy/paste in Curve Editor to do the transfer. I just tried it and it's a bit of a pain since unlike everything else in Blender bones are Y-up (you have to paste X/Y/Z individually) but it's doable.

An IK bone clearly wouldn't be connected to anything, but I don't see why it wouldn't have a parent.
Artfunkel 20 Dec, 2013 @ 3:19am 
BTW, the reason for ignoring object translation is to support having multiple objects side-by-side in a scene without them being offset from 0,0,0 when exported.
violently 20 Dec, 2013 @ 9:51am 
Selecting all bones and moving them is the slow way of doing it. Because of IK bones, you can't just interpolate start/end frames as a translation using this method--You end up having to LocRot keyframe all bones in each keyframe--then calculating the proper translation distance for each of them...
Zappy 20 Dec, 2013 @ 9:54am 
.smd requires every keyframe to be there, yes, however, I think Blender smoothens out missing keyframes. Plus, .dmx doesn't require a keyframe in every frame. And .dmx fills less.
Artfunkel 20 Dec, 2013 @ 10:03am 
You don't have to select all bones. You only have to move the root. I really don't understand what you're talking about, can you upload your blend somewhere?
violently 20 Dec, 2013 @ 10:03am 
i can't just move the root.. i'd have to parent the IK bones to root or something. Wouldn't that break IK?
Zappy 20 Dec, 2013 @ 10:05am 
You CAN also use B (boundary selection) or A (select all) or something to select all bones, and move them all at the same time...
Artfunkel 20 Dec, 2013 @ 10:19am 
Don't see why it would. Try it and see!
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All Discussions > Help > Topic Details
Date Posted: 18 Dec, 2013 @ 7:59pm
Posts: 12