STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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8 November, 2013
Showing 161-170 of 366 entries
20
Followed PTEJack's always amazing guide to a T. Here's the results.
8
QC Imports are loading in Blender Incorrectly
13
Shapekey names truncated
That is true Zappy, however, I think maybe we need a champion with some pull with the Blender Dev team and request an update so everyone gets the added functionality.

Checking Blender, the 63 Character limit is hard coded into the Blender Shapekey name text box itself and that limit has been around forever (looking back at previous versions). I'm actually surprised that this issue hasn't been brought up long before now.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013230767

But I may have stumbled on something while comparing the QC to the VTA that might be the source of this dilemma and maybe a possible fix.

In the flex definitions of the qc, Flexes and Flexpairs are being defined with flex names less than 63 characters.

For example In the Scout QC the flex #30 is defined as:

flexpair "OpenJaw_OpenLowerLip_OpenUpperLip_Platysmus_SmileFull" 1 frame 30

This is a flex pair and a corrective shape but the definition is only 53 character long, dangerously long but not over the 63 character limit. I believe this is the actual name of the flex used by the model (Corrective or Real) in game.

VTAs are not loaded onto a model in Blender until we import the VTA onto the mesh. Looking at the VTA now, we find Time 30# being defined as:

OpenJaw_OpenLowerLip_OpenUpperLip_Platysmus_SmileFullL+OpenJaw_OpenLowerLip_OpenUpperLip_Platysmus_SmileFullR

This is the name that is being given to the Shapekey on import. It is 109 Characters long and is the name being truncated.

Not knowing how this all comes together on Import, export and compile I can only ask, is there some way for Cowbar (through some sort of written variable into the VTA file) or BleST (on import) to use the actual and real name vs the VTA name as the shapekey name in Blender when the VTA is imported as still have the flex work as intended?
8
[REQ] The whole Sphere bones, Y and Z thing.
4
how would i "Bake" F curve modifiers?
Showing 161-170 of 366 entries