STEAM 组
Blender Source Tools BleST
STEAM 组
Blender Source Tools BleST
257
游戏中
1,692
在线
成立于
2013 年 11 月 8 日
所有讨论 > Help > 主题详情
violently 2013 年 12 月 18 日 下午 7:59
Bad export of Animations where Object-mode keyframes used?
I made a few player rigs this week successfully, but I've had weird issues with the walk animation in HLMV with the last one, while in Blender the animations look fine. Here's what I did differently:

Instead of manually moving the model in the X/Y plane each frame to simulate a walking motion, I created in-place walking animations in pose mode, then I entered object mode for the armature, and created a Location keyframe at the first/last frame of the walking animation.

In Blender, this appears to work fine, but when I view the compiled model in HLMV, the walk animation had big problems (bones are scaling each frame, they disconnect from each other, etc).

Here's some more info:
- I didn't use Scale keyframes anywhere (I searched through all actions I export)
- Other exported animations work fine, but others don't use this object-mode movement technique

Any thoughts or suggestions? How do people do walking animations in Blender for Source?
< >
正在显示第 1 - 12 条,共 12 条留言
Zappy 2013 年 12 月 18 日 下午 11:17 
As the other exported animations work fine, while not using that movement technique thingie, a work-around would be to not use that technique, and only use pose mode keyframes. (The Blender Source Tools completely ignores object translating/rotating, and only thinks of the edit mode mesh, and pose mode position/rotation.)
最后由 Zappy 编辑于; 2013 年 12 月 18 日 下午 11:17
Artfunkel 2013 年 12 月 19 日 下午 12:28 
Zappy is right, only pose animations are exported. Transfer the object animation to your armature's root bone.
violently 2013 年 12 月 19 日 下午 6:38 
How would you transfer object-mode translations to a bone in pose mode? I tried keyframing on LocRot, VisualLocRot, and I even tried just copy/paste, but none of these things worked. Also, if translation is only applied to root-bones, IK bones will not follow since they're not parented to any bones on the armature--This would be bad.

The object-mode translation really cut down on animation time for me, it would be an awesome feature for a future release.
Zappy 2013 年 12 月 19 日 下午 11:17 
You know, you CAN also just select all bones at once in Pose Mode, and then move them.
Unless you have vertices not weight-mapped completely, that would do the same as object mode translations, except that the Blender Source Tools would accept that.
(However, transferring the object mode translation to pose mode... no idea about that.)
Artfunkel 2013 年 12 月 20 日 上午 3:13 
Use keyframe copy/paste in Curve Editor to do the transfer. I just tried it and it's a bit of a pain since unlike everything else in Blender bones are Y-up (you have to paste X/Y/Z individually) but it's doable.

An IK bone clearly wouldn't be connected to anything, but I don't see why it wouldn't have a parent.
Artfunkel 2013 年 12 月 20 日 上午 3:19 
BTW, the reason for ignoring object translation is to support having multiple objects side-by-side in a scene without them being offset from 0,0,0 when exported.
violently 2013 年 12 月 20 日 上午 9:51 
Selecting all bones and moving them is the slow way of doing it. Because of IK bones, you can't just interpolate start/end frames as a translation using this method--You end up having to LocRot keyframe all bones in each keyframe--then calculating the proper translation distance for each of them...
Zappy 2013 年 12 月 20 日 上午 9:54 
.smd requires every keyframe to be there, yes, however, I think Blender smoothens out missing keyframes. Plus, .dmx doesn't require a keyframe in every frame. And .dmx fills less.
Artfunkel 2013 年 12 月 20 日 上午 10:03 
You don't have to select all bones. You only have to move the root. I really don't understand what you're talking about, can you upload your blend somewhere?
violently 2013 年 12 月 20 日 上午 10:03 
i can't just move the root.. i'd have to parent the IK bones to root or something. Wouldn't that break IK?
Zappy 2013 年 12 月 20 日 上午 10:05 
You CAN also use B (boundary selection) or A (select all) or something to select all bones, and move them all at the same time...
Artfunkel 2013 年 12 月 20 日 上午 10:19 
Don't see why it would. Try it and see!
< >
正在显示第 1 - 12 条,共 12 条留言
每页显示数: 1530 50

所有讨论 > Help > 主题详情
发帖日期: 2013 年 12 月 18 日 下午 7:59
回复数: 12