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所有讨论 > Bug Reports > 主题详情
Zappy 2014 年 1 月 8 日 上午 1:27
[FIXED] DMX re-export doesn't keep armature name
Dun dun dun. Randomness. But seriously, though, if I export a .dmx (Engine Path is directed at the FilmMaker), the armature "object name" thingie is correct... but if I import that .dmx, re-export it, and re-import it, the armature's "object name" will be set to the "root" mesh object's name (or first-selected mesh?).
If I for example have vz_mare as first mesh, then some more things (vz_mare_tongue, eyel, eyer, and such, stuff like that), how do I make the armature be named "vz_mare_bones" instead of "vz_mare", making the "vz_mare" mesh object become "vz_mare.001"?
最后由 Artfunkel 编辑于; 2014 年 1 月 31 日 上午 8:23
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Artfunkel 2014 年 1 月 8 日 上午 4:23 
The imported armature is named after the DMX file. That was done to make it clearer where the import came from, but I can see now that the lack of round-tripping can be a problem. I'll look into it.
Zappy 2014 年 1 月 8 日 上午 4:25 
Especially when the main mesh is called "vz_mare", and the export is "vz_mare.dmx". And the SDK's sources of Team Fortress 2 did have something like "<class>info" or something as armature name, even though it's called "<class>_morphs_high.dmx" or such.

Edit: Removed a dot at the end.
最后由 Zappy 编辑于; 2014 年 1 月 8 日 上午 4:25
Artfunkel 2014 年 1 月 8 日 上午 4:31 
Ah, I was looking at the SMD importer by mistake. The armature is actually named after the DmeModel element, and DmeModel is named after the scene for some reason. I've changed it to be named after the armature.
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所有讨论 > Bug Reports > 主题详情