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SeroRonin 2016 年 7 月 8 日 下午 1:52
Bad Rotations when porting from SFM to Blender
Basically, what I'm trying to do is port the new TF2 Carlton taunt from the Scout to the rest of the classes

I finished the animations for the demoman, and I was going to compile over the Schaudenfraude, but anytime I try to import a DMX from SFM to Blender, the arm and leg bones (excluding the feet and hands) become rotated about 90 degrees (90 on R, -90 on L) on the Z axis, but keep their locations

As per usual, it looks fine in SFM (even when imported again), but importing it to blender breaks it

SFM - http://imgur.com/PxuvfwT
Blender - http://imgur.com/MsFdIKp

I assume this is an issue between the assigned axis, but I do not know how to fix it without losing a lot of animation quality

Also, I get an error upon import that says that the .DMX has 44 bones that demo_reference.smd does have (Which I'm guessing is the flexes, but I'm not sure)

Any help would be appreciated
最后由 SeroRonin 编辑于; 2016 年 7 月 8 日 下午 2:09
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Zappy 2016 年 7 月 8 日 下午 3:27 
For the weird rotations... You realize the source DMX files included with the Source SDK have different rotations than when compiled into an MDL, right? As such, it's also different for the animations.

For the bones, Team Fortress 2 has things like prop_bone, weapon_targe, heck, even weapon_bone, that the DMX sources don't (compiled into the model using $DefineBone to define bones the mesh doesn't have).

Thus, neither of these are a bug with the Blender Source Tools.
SeroRonin 2016 年 7 月 8 日 下午 7:18 
引用自 Zappy
For the weird rotations... You realize the source DMX files included with the Source SDK have different rotations than when compiled into an MDL, right? As such, it's also different for the animations.

For the bones, Team Fortress 2 has things like prop_bone, weapon_targe, heck, even weapon_bone, that the DMX sources don't (compiled into the model using $DefineBone to define bones the mesh doesn't have).

Thus, neither of these are a bug with the Blender Source Tools.

The thing is, I never use the Source SDK resources due to the fact that they haven't been updated in 9 years. All of the the models I am using are the latest models in both SFM and Blender (I make sure to keep the playermodels and animations updated), so there is no reason there should be a problem between them.

Also, it seems importing a decompiled version of a taunt from demo_animations.mdl into SFM causes the same issue, but in reverse.
Zappy 2016 年 7 月 9 日 上午 12:54 
...Okay then. My bad. Continue on with this bug report, then.
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所有讨论 > Help > 主题详情
发帖日期: 2016 年 7 月 8 日 下午 1:52
回复数: 3