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Blender Source Tools BleST
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Blender Source Tools BleST
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Showing 1-6 of 6 entries
9
BST always export all Amature Bones to Animation SMDs
Originally posted by Artfunkel:
It's intentionally worked this way since the 30th of January 2014, but I can't entirely remember why.

It might be because an animation can be applied to multiple meshes with different deformation settings, so we can't safely decide what to cull. Or it could be related to supporting the import/export of animations without any meshes in the scene.

This shouldn't break anything though. The compiler can handle collapsing bones perfectly well. What is the exact error message you are seeing?

Thanks a lot for explaining!
I rarely exceeded the Goldsource limit of 128 bones before I think, so this is only now getting an issue for me, as I started animating a character for Sven Coop with the Human Meta Rig, which is rather complex, I am sure you know it yourself.

On export from Blender the BST show the Warning:
"WARNING: Exported 458 bones, but SMD only supports 128!"

The Sven COop Studiomdl.exe will then only blat about the "illegal parent bone replacement", since the bone tables in reference and animation SMDs differ like so:

walk.smd (Animation - 457 bones in total)
version 1
nodes
0 "root" -1
1 "ORG-hips" 0 (non-deforming)
2 "ORG-spine" 1 (non-deforming)
3 "ORG-chest" 2 (non-deforming)
4 "ORG-neck" 3 (non-deforming)
5 "ORG-head" 4 (non-deforming)
6 "DEF-head" 4
7 "Nose1" 6
8 "Nose2" 7
9 "Eye.L" 6
10 "Ear1.L" 6
[...]

Body.smd (Mesh - 75 bones in total)
version 1
nodes
0 "root" -1
1 "DEF-head" 0
2 "Nose1" 1
3 "Nose2" 2
4 "Eye.L" 1
5 "Ear1.L" 1
6 "Ear2.L" 5
7 "EyeLid1.L" 1
8 "EyeLid2.L" 1
9 "Jar" 1
10 "Eye.R" 1
[...]
Showing 1-6 of 6 entries