安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Are you trying to create bodygroups?
No, I'm trying to get each mesh to export in a way so each mesh has its own node. When I export there is only 1 node/bone object. Heres a pic:
http://the303.org/imaeg/smd_nodes_export.png
On the left is what the SMD I need should look like with all meshnodes (this example I could only create by exporting out of fragmotion from FBX from blender -that hacky thing I am doing in the meantime). On the right is what SMD exporting right out of blender BST does, as you can see it writes all meshes to skin to 1 node.
If you need, Ive packed up my blend file with all sources and in the "fragmotion" folder is the fully compiled working models GoldSrc & Source engine models from that fragmotion export:
http://the303.org/stuff/baked_physics_blend.rar
I wrote a script to create all of the bones you need and add constraints to them:
You'll need to create an armature, enter edit mode on it, and delete the starting bone Blender made for you before running that script.
There is work to do beyond that point. You'll need to play back the animation and capture it as bone keyframes; then remove the bone constraints; then add an armature modifier and vertex group (named after a bone) to each brick. At that point the bricks will be following the bones instead of vice versa and the animation export should start to work correctly.
You may prefer to keep doing the workaround instead!