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So would I need to load the AK47 and CS:GO arm models and then load the animations and export?
One more question, how can I change the order of bones in animations/models?
For example, in a .smd opened in notepad there is something like this:
version 1
nodes
0 parent_bone -1
1 left_upperarm 0
2 right_upperarm 0
3 left_lowerarm 1
4 right_lowerarm 2
and the list keeps going until this line:
end
skeleton
time
0 3.0006314 4 92 1 -4 -18.3222
1 4.000002 83 0 -1 -6.688 -32
2
Is there a way to change the order of these?
All of my .smds have different bone ordering and I need them to all have the same bone ordering because I need to modify some finger positions and its a pain to do all of it manually.
How would I change the order in which bones appear with the Armature? Sorry for so much questions, I am not that good at Blender and recently started using it.
I noticed that in the Dope Sheet that the list is there, which are called channels, and you can move the channels up or down. I think you might be able to change the order with the Dope Sheet channels, I'll try it out.
Yes, you can change the order with the Dope Sheet. However, for some reason, I only managed to change the order of one animation when exported and all others still have the same order. No idea why. The order change only worked for that one animation :/
Last question and I can compile the model, when I load the CS:GO ak47 arms and Counter Strike Source arms (which are rigged exactly like CS:GO arms), and then load an animation, the entire ak47 and arm mesh just messes up and the bone positions are completely out of place. I have no idea what happened. The bone names are all the same, and the CS:GO ak47 and CS:S arms have the exact same skeleton. This is the last thing that is stopping me from porting the models.
̶L̶i̶n̶k̶:̶ ̶h̶t̶t̶p̶:̶/̶/̶i̶m̶g̶u̶r̶.̶c̶o̶m̶/̶a̶/̶S̶C̶A̶J̶y̶
̶F̶i̶r̶s̶t̶ ̶2̶ ̶s̶c̶r̶e̶e̶n̶s̶h̶o̶t̶s̶ ̶s̶h̶o̶w̶ ̶h̶o̶w̶ ̶i̶t̶s̶ ̶s̶u̶p̶p̶o̶s̶e̶d̶ ̶t̶o̶ ̶l̶o̶o̶k̶ ̶w̶i̶t̶h̶ ̶a̶n̶i̶m̶a̶t̶i̶o̶n̶s̶ ̶a̶p̶p̶l̶i̶e̶d̶
̶N̶e̶x̶t̶ ̶3̶ ̶s̶c̶r̶e̶e̶n̶s̶h̶o̶t̶s̶ ̶s̶h̶o̶w̶ ̶w̶h̶a̶t̶ ̶h̶a̶p̶p̶e̶n̶s̶ ̶w̶h̶e̶n̶ ̶I̶ ̶i̶m̶p̶o̶r̶t̶ ̶a̶n̶i̶m̶a̶t̶i̶o̶n̶s̶
I found the problem, I simply used CS:GO arm models instead of CS:S arms. Works perfectly. The animations don't distort anymore when I load the animation.
I still have the problem where exporting the animation causes it bug out. I loaded the CS:GO arms and CS:GO ak47, and loaded the animation. I then flipped the animation and exported. When I exported, it showed an error message saying "WARNING: Armature "v_rif_ak47_reference_skeleton" has non-uniform scale. Mesh deformation in Source will differ from Blender.".
I think it would be easier to send you the files so you can look at it yourself. Or, you could add an Mirror option when importing a model/animation. Though I guess that would be a lot of work.
How would I make the scale of my armature uniform? I am really sorry for those dumb questions, I have difficulty understanding everything :/