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caseytube 1 21 Apr, 2020 @ 3:48am
BUG: Model Editor does not display flexes from imported DMX/FBX models
A bt of a weird issue, and it seems to be prevalent in Dota 2's workshop tools as well. When loading a normal model already compiled for the engine, flexes can be previewed like normal. Whenever importing a dmx or fbx with flexes though, you are unable to preview them there. Weirdly enough though, the flexes DO work in engine, as shown by the second screenshot taken in SFM.

https://i.imgur.com/1HQ7Yoh.png

https://i.imgur.com/Nj3Mkw8.png
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Showing 1-4 of 4 comments
Rectus 13 21 Apr, 2020 @ 5:30am 
There is some weirdness with the flexes in the model editor, but I've gotten them to work by fiddling with the settings. The thing I think worked was adding a morph info to the mesh, and disabling the bestFitAtlas option. It might also be neccessary to enable the Morph Supported option in the material (guessing the morphs are transformed by shaders).

Forcing a recompile of the mesh is probably needed after changing the settings too.

I couldn't get animations working for them when exporting DMX from Blender though, but directly animating them with SFM works:
https://twitter.com/rectus_sa/status/1223578875982073856
Last edited by Rectus; 21 Apr, 2020 @ 5:32am
Rectus 13 21 Apr, 2020 @ 5:36am 
Valves current model workflows seem to use ModelDoc instead of the Model Editor, judging by the error messages, so I'm guessing the model editor isn't being updated anymore.
caseytube 1 21 Apr, 2020 @ 9:09am 
Originally posted by Rectus:
Valves current model workflows seem to use ModelDoc instead of the Model Editor, judging by the error messages, so I'm guessing the model editor isn't being updated anymore.
Thanks for the reply! I actually got a reply from another friend who spoke to Valve and it seems that they know this is an issue. The problem is that for flexes to work, the model needs to have "morphs, bones, and at least one animation (as well as a shader supporting morphs.) This wasn't always the case." So apparently something changed internally that requires it. So for now, guess it isn't a bug? It's fairly easy to fix for now, just adding your mesh to the animations should do it, but it is rather annoying and I hope a patch is made for it in the future.
Rectus 13 21 Apr, 2020 @ 9:30am 
Good to know. Model importing in general could do with some polish, a lot of stuff requires a very rigid and obscure workflow to get working.
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