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所有讨论 > Bug Reports > 主题详情
tigg 2017 年 6 月 16 日 下午 12:40
Animation wobble bug
Hi,
I'm compiling weapon models for insurgency, and have a strange (and frustrating) bug.

The result of the bug is that viewmodel attachments 'wobble' during animations.

This is because the bones they attach to export/compile with strangely animated X euler rotations, which are not present in the .blend. In fact, no animations are present for those bones, as they aren't animated, and are instead parented to the main weapon bone (which is).
Upon testing in hlmv with highlight bones on, it is easy to see the wobbling bones.


I'm not sure what is causing this, as it didn't happen previously. Actually, I'm not convinced it's a BleST problem, as I usually export using v2.5.3 anyway due to an unrelated bug.

I've tried with different versions of blender, and different versions of BleST, but always get the same result.

Heres the .blend, the bone in question is called "attachparent", which itself is parented to "weapon"

http://pasteall.org/blend/index.php?id=46925

thanks
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tigg 2017 年 6 月 16 日 下午 12:54 
If I export the reload animation, then reimport it to a new file, I get all this extra rotation data, which is whats causing the problem, but I don't know where its coming from.
The "attachparent" bone in the original file has no animation, but is parented to another bone that does have animation.
When reimporting, the "attachparent" bone is still parented correctly, but now has all this animation
https://image.prntscr.com/image/jnBfq_4pSGaLMDOIownKIw.png

I have no idea where its coming from. :(
tigg 2017 年 6 月 18 日 下午 3:00 
Ok, I have a workaround. By exporting to DMX instead, and compiled via Source Filmmaker instead, the wobble is gone. So hopefully that helps narrow it down.
Artfunkel 2017 年 6 月 21 日 上午 6:10 
I'm currently moving house, but I'll look at this when I'm next able.
tigg 2017 年 6 月 21 日 上午 10:11 
thanks, no rush.
Artfunkel 2017 年 7 月 4 日 下午 12:07 
I've had a brief look and it appears to be a precision issue in Blender. It's tricky to just say "there's no keyframe so don't move it" as you can have things like bone modifiers or constraints the effects of which need to be baked out. I'll dig a bit more.
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