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所有讨论 > Help > 主题详情
Barawasz 2023 年 3 月 1 日 上午 9:33
Weapon position when importing a model
Hi.
I'm having trouble importing characters and animations.
I followed this tutorials:
https://www.youtube.com/watch?v=UlEHG5gjYas&t=520s
https://www.youtube.com/watch?v=EbpHlwYLAiE&t=841s

All screenshots and .blend file here:
https://drive.google.com/drive/folders/1CeOQYw4103xaA8E3YHznlN8onxcx0OjI?usp=share_link

When I try to add a weapon model it lands under the feet of the character model. (img1.png)

In the video there is definitely a different result (img2.png)

After adding the animation, the weapon model is hanging in the air (img3.png)

Is this intentional and the author of the tutorial had some settings he didn't mention or shouldn't this happen?

I would thank you for any help



Blender: tried on 3.4.1 and 2.90.1
BlenderSourceTools: tried on 3.2.5 and 3.1.0
GCFScape: 1.8.6
Crowbar: tried on 0.74 and 0.68
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xdshot 2023 年 3 月 1 日 下午 9:42 
Weapon model with armature are imported as separate object and have bones copy pose constraints added that are targetting to playermodel bones
Barawasz 2023 年 3 月 2 日 上午 1:35 
引用自 xdshot
Weapon model with armature are imported as separate object and have bones copy pose constraints added that are targetting to playermodel bones

So, is there any option to fix this? (Like moving/deleting model bones) Or should I manually move the model and try to fit it as it is now?
xdshot 2023 年 3 月 2 日 上午 3:28 
引用自 Barawasz
引用自 xdshot
Weapon model with armature are imported as separate object and have bones copy pose constraints added that are targetting to playermodel bones

So, is there any option to fix this? (Like moving/deleting model bones) Or should I manually move the model and try to fit it as it is now?
It's not error by design. You just import it separately.
Barawasz 2023 年 3 月 2 日 上午 5:41 
引用自 xdshot
引用自 Barawasz

So, is there any option to fix this? (Like moving/deleting model bones) Or should I manually move the model and try to fit it as it is now?
It's not error by design. You just import it separately.

All right. If I understood correctly the problem was importing the models separately.

Previously I did it like this:
models/player/custom_player/uiplayer/animset_uiplayer_loadout.qc
> then the model from the legacy folder with .smd > and finally the weapon model from the models/weapons folder with .smd (for example, w_pist_deagle.smd)

Now I tried to add the skeleton and animations together with the weapon model w_pist_deagle.qc but still part of the weapon is hanging in a random place in the air (img4.png) (in the google folder from the thread)
Barawasz 2023 年 3 月 2 日 上午 7:02 
Alright I managed to figure it out.

The problem was partly on my side and partly on Crowbar's side.

For anyone interested.

After extracting pak01_dir.vpk with GCFScape, you need to change some settings in Crowbar. All of the problems above occur when using diffult settings.

Crowbar settings that worked for me:
  • QC file
  • Each $texturegroup skin-family on single line
  • Include $definebone lines
  • Reference mesh SMD file
  • LOD mesh SMD files
  • Vertex animation VTA file
  • Procedural bones VRD file
  • Bone animation SMD files
  • Place in "anims: subfolder
  • Folder for each model
  • Format for stricter importers

ALL other settings unchecked

Then in a blender
I uncheck Import Animations and Create Collections
animset_uiplayer_loadout.qc !!!Bone Append = Make New Armature
Then it imports legacy models from .smd !!!Bone Append = Append to Target
and finally the weapon model with .smd !!!Bone Append = Append to Target

For a more in-depth explanation, I will try to record a video on youtube in the near future where it shows the whole process in detail and I will drop a link here
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