STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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Showing 131-140 of 366 entries
1
Custom Models weight rigging seems a tiny bit broken around the legs
3
Can't activate the source tool.
6
[Feature Requests] Changing the bone axes and model scale on export
I have just started to play with Source2 models, so I am still not familiar with how they are truely constructed or what is required for bone rotations or connections.

Are you sure ALL bones are X-F, Z-U and Y-L/R? What type of model? Prop, Character, Bipedal or quadripedal, maybe vehicle? How are finger rolls maintained so they don't rotate weirdly? Most require some sort of roll so they rotate cleanly into a fist.

And, I'm not following this scale option request. Why do you scale by 39 for export then have to scale it back? Scale what back to what?

Why not just scale by 39 before working model and work it at game scale?

Personally, I work a model at import or creation scale. Once finished, I import a character from the universe I want to use the model in and scale it to its proper size. Then I apply transforms and then export. As I said, easy-peasey. If I have to do more work, the model is at game scale, so it's just a simple export after that.

You use the metric system, but I use standard blender units when modeling, so should Artfunkel make allowances for me as well? And what about the people that use Imperial units?

What if I want to port an XPS or a MMD character model, or some random OBJ or STL as a prop into Source2. These all have different scales when imported to Blender. How would a simple option to rescale know what value to use to scale a model for use in game?

It's not really a simple change to code to add this kind of feature. There are a lot of parameters that have to be considered.

Sure, for you it's a repeatable thing, I understand that, but something like this should be a local script based on the way you work and your system is set up. It should be run just before exporting.

In my opinion, this is all part of the modeling process and modelers have to do this kind of thing manually as all model are unique.
12
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Showing 131-140 of 366 entries