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Shtopor_360 2017 年 4 月 16 日 上午 10:01
Trouble with exported animation
Got problem with exported animation, hands and ring (part of model) is shifted from the places where they should be, here's video (don't pay attention on textures, this is just test), and here's shared.qc:
$modelname "weapons\test\test_m1a.mdl"

$bodygroup "studio"
{
studio "M1A.dmx"
}
$BodyGroup "silencer"
{
studio "M1A.001.dmx"
}
$BodyGroup "scope"
{
studio "M1A.002.dmx"
}
$proceduralbones c_arms_vrd.vrd

$surfaceprop "default"

$contents "solid"

$illumposition 3.995 -9.538 -6.393

$bbox -9.089 -11.527 -13.175 24.027 7.405 0.169

$cbox 0 0 0 0 0 0

$hboxset "default"

$Sequence "fire_1" {
"anims\fire_1.dmx"
activity "ACT_VM_PRIMARYATTACK" 1
{ event AE_MUZZLEFLASH 0 "1" }
fadein 0
fadeout 0.2
fps 60
}


$sequence "reload_empty" "anims\reload_empty.dmx" {
snap
"ACT_VM_RELOADEMPTY" 1
fps 60
}

$sequence "reload" "anims\reload.dmx" {
snap
"ACT_VM_RELOAD" 1
fps 60
}

$Sequence "hit" {
"anims\hit.dmx"
activity "ACT_VM_HITCENTER" 1
fadein 0.05
fadeout 0.2
fps 60
}


$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_L_Clavicle"
$bonemerge "ValveBiped.Bip01_L_UpperArm"
$bonemerge "ValveBiped.Bip01_L_Forearm"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.Bip01_L_Wrist"
$bonemerge "ValveBiped.Bip01_L_Finger4"
$bonemerge "ValveBiped.Bip01_L_Finger41"
$bonemerge "ValveBiped.Bip01_L_Finger42"
$bonemerge "ValveBiped.Bip01_L_Finger3"
$bonemerge "ValveBiped.Bip01_L_Finger31"
$bonemerge "ValveBiped.Bip01_L_Finger32"
$bonemerge "ValveBiped.Bip01_L_Finger2"
$bonemerge "ValveBiped.Bip01_L_Finger21"
$bonemerge "ValveBiped.Bip01_L_Finger22"
$bonemerge "ValveBiped.Bip01_L_Finger1"
$bonemerge "ValveBiped.Bip01_L_Finger11"
$bonemerge "ValveBiped.Bip01_L_Finger12"
$bonemerge "ValveBiped.Bip01_L_Finger0"
$bonemerge "ValveBiped.Bip01_L_Finger01"
$bonemerge "ValveBiped.Bip01_L_Finger02"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Bip01_R_Wrist"
$bonemerge "ValveBiped.Bip01_R_Finger4"
$bonemerge "ValveBiped.Bip01_R_Finger41"
$bonemerge "ValveBiped.Bip01_R_Finger42"
$bonemerge "ValveBiped.Bip01_R_Finger3"
$bonemerge "ValveBiped.Bip01_R_Finger31"
$bonemerge "ValveBiped.Bip01_R_Finger32"
$bonemerge "ValveBiped.Bip01_R_Finger2"
$bonemerge "ValveBiped.Bip01_R_Finger21"
$bonemerge "ValveBiped.Bip01_R_Finger22"
$bonemerge "ValveBiped.Bip01_R_Finger1"
$bonemerge "ValveBiped.Bip01_R_Finger11"
$bonemerge "ValveBiped.Bip01_R_Finger12"
$bonemerge "ValveBiped.Bip01_R_Finger0"
$bonemerge "ValveBiped.Bip01_R_Finger01"
$bonemerge "ValveBiped.Bip01_R_Finger02"

Thanks for any help
最后由 Shtopor_360 编辑于; 2017 年 4 月 16 日 上午 10:09
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Artfunkel 2017 年 4 月 16 日 上午 10:17 
You should ask this on the Garry's Mod forums, not here. It's unlikely to be a problem with the exporter.
Shtopor_360 2017 年 4 月 18 日 下午 11:04 
Well, i asked about this in GMod thread and even on FacePunch forums... but nobody answered, so, idk will it help here, but as i understand through research, this happens only with those bones, whitch have rotation animation, bones with only location works fine.
Also I use here remaded rig, old one was with weird wrist glitch
最后由 Shtopor_360 编辑于; 2017 年 4 月 18 日 下午 11:07
Shtopor_360 2017 年 4 月 21 日 上午 7:33 
This is definetly not a game's fault, i opened qc in Blender with all dmx's right after it's exporting, and this thing is already here! And it's visible here what all bones is shifted, but how? And yes, it's happening not only with bones with rotation. If you have desire to help, you can take a look at files here[www93.zippyshare.com]
Artfunkel 2017 年 4 月 22 日 上午 1:17 
Your armature is offest from the origin, but by design the exporter ignores the transform of all root objects. You can fix the problem by making the mesh a child of the armature, or by adding an non-exported empty object as the parent of both.
Shtopor_360 2017 年 4 月 22 日 上午 3:27 
引用自 Artfunkel
Your armature is offest from the origin, but by design the exporter ignores the transform of all root objects. You can fix the problem by making the mesh a child of the armature, or by adding an non-exported empty object as the parent of both.
Dude! It worked! I would never have thought about this, thank you very much
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所有讨论 > Help > 主题详情
发帖日期: 2017 年 4 月 16 日 上午 10:01
回复数: 5