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taint 2021 年 1 月 31 日 下午 3:06
Seemingly simple problem with exporting?
Hi,
I'm trying to compile a model I had in blender source tools to use in-game. However, after exporting there is only one bone. The first image is the .smd from blender and the second is my view from HLMV. Does anyone know what's up?

https://ibb.co/GJ9hBLx

https://ibb.co/mNsNwDk
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taint 2021 年 1 月 31 日 下午 3:11 
For clarification, the second image has "show bones" ticked. There should be more bones than just the one.

Moreover, when I tried to compile the model, no bones besides that one would be recognized.
Pte Jack 2021 年 1 月 31 日 下午 5:14 
Does your QC have a $staticProp command? if yes, that command strips the bones from a model and makes it a static prop.
taint 2021 年 1 月 31 日 下午 7:38 
There is no static prop line in the .qc

Here I'm pasting a .qc from a different model, but it is having the same problem. If you can spot something let me know.

// Created by Crowbar 0.64

// Stored modelname (without quotes): "v_9mmhandgun.mdl"
$modelname "v_9mmhandgunn.mdl"
$cd "."
$cdtexture "."
$cliptotextures
$scale 1.0

$bodygroup "studio"
{
studio "glock_reference"
}

$flags 0


$attachment 0 "ber_body" -9 2.8 0
$attachment 1 "ber_body" -3 3.5 0

$cbox 0 0 0 0 0 0

$bbox 0 0 0 0 0 0

$hbox 0 "base" -37.029636 -34.843513 -12.4068 0 0 12.4068
$hbox 0 "ber_body" -8.86 -3.5 -0.74 2.04 3.16 0.76
$hbox 0 "ber_mag" -1.24 -3.87 -0.59 1.4 1.98 0.61
$hbox 0 "ber_slide" -7.03 -0.59 -0.71 2.85 0.97 0.73

$sequence "longidle" {
"v_9mmhandgunn_anims\longidle"
fps 30
}
$sequence "idle_1" {
"v_9mmhandgunn_anims\idle_1"
fps 30
}
$sequence "idle_2" {
"v_9mmhandgunn_anims\idle_2"
fps 30
}
$sequence "fire1" {
"v_9mmhandgunn_anims\fire1"
{ event 5001 0 "11" }
fps 30
}
$sequence "fire_last" {
"v_9mmhandgunn_anims\fire_last"
{ event 5001 0 "11" }
fps 30
}
$sequence "reload_empty" {
"v_9mmhandgunn_anims\reload_empty"
{ event 5004 8 "weapons/glock_magout.wav" }
{ event 5004 30 "weapons/glock_magin.wav" }
{ event 5004 47 "weapons/glock_slideforward.wav" }
fps 32
}
$sequence "reload" {
"v_9mmhandgunn_anims\reload"
{ event 5004 8 "weapons/glock_magout.wav" }
{ event 5004 30 "weapons/glock_magin.wav" }
fps 31
}
$sequence "deploy" {
"v_9mmhandgunn_anims\deploy"
fps 30
}
$sequence "idle_3" {
"v_9mmhandgunn_anims\idle_3"
fps 30
}



Thanks.
Pte Jack 2021 年 1 月 31 日 下午 7:53 
Are the bones weight painted to the mesh and an armature modifier added in Blender so the bone work in Pose mode?
taint 2021 年 1 月 31 日 下午 7:54 
Yes. When I import the animations to blender they play out fine, however it seems the bones are missing in compilation.
Pte Jack 2021 年 1 月 31 日 下午 8:07 
You're using a $scale command with a factor of 1, Why? You're not increasing or decreasing the scale. That said, are the transforms between armature and the mesh objects the same in Blender (or your 3D editor), Location 0, 0, 0 Rotation 0,0,0 and Scale 1,1,1? What game are you exporting for and compiling to?
taint 2021 年 1 月 31 日 下午 8:19 
This is for Half-Life 1.
I removed the redundant $scale command and this problem is still present.
最后由 taint 编辑于; 2021 年 1 月 31 日 下午 8:21
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所有讨论 > Help > 主题详情
发帖日期: 2021 年 1 月 31 日 下午 3:06
回复数: 7