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Blender Source Tools BleST
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Blender Source Tools BleST
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2013 年 11 月 8 日
正在显示第 241 - 250 项,共 589 项条目
在论坛“Blender Source Tools Help”中
10
Model not finding textures
13
SMD Export Error (Scale Animations Only)
引用自 {GPG} Waka Flocka Flame
Blender source tools -
Again, the Source engine itself doesn't support bone scaling in animations, and as a result, you can't use bone scaling in animations in Source, which is NOT due to errors in the Blender Source Tools, but due to missing features in the Source engine itself.


引用自 {GPG} Waka Flocka Flame
- Blender works fine with the scale animation why did they disable it -
VALVe did not disable bone scaling in animations when they made Source. They didn't make it in the first place.

Artfunkel did not disable bone scaling in animations, either, Blender just throws errors when it's told to export a thing into a file, when said file doesn't support said thing. (Specifically export bone scale animation into SMD/DMX, which doesn't support bone scaling, because VALVe didn't make that when they made the Source engine nor its formats.) At least in this case.


引用自 {GPG} Waka Flocka Flame
- i didn't get a valid answer you just said it wasn't programmed that way. -
The fact that bone scaling is not in Source should be enough to make you understand why you can't export bone scaling in animations for Source.


引用自 {GPG} Waka Flocka Flame
- Well why would they program only location and rotation and not scale did they just assume people didn't use scale -
No, they didn't assume people didn't use scale, they knew they themselves would not use scale, and if they would not use it, then programming it in is only a waste of time and resources and money, especially considering people who would find a use for bone scaling could easily find work-arounds (such as using multiple bones to stretch out a body part).

Or if you mean about why Artfunkel didn't program it in for the Blender Source Tools, it's because the SMD/DMX formats themselves don't support bone scaling (thus there's no way to export it, thus there's no way to program how to export it).


引用自 {GPG} Waka Flocka Flame
- i mean i'm pretty sure alot of people here wants their animation to have some kind of scaling. -
The majority of people will either make models for Garry's Mod or Source FilmMaker (where the bones can be scaled individually by a user, and models are also posed without pre-existing sequences most of the time) or as a mod for games (such as a different player model in a game), where they will want to keep it looking a lot the same (with things not growing/shrinking and the animations are often the same) as without mods, only few making actual animations through the Blender Source Tools, and by far fewer wanting to scale bones in animations, and only very few of those few people wouldn't be able to make a work-around for it.





TL;DR: VALVe did not make bone scaling for animations in Source. Nothing can be done about that, no matter how much you want it.
Because of that, the Blender Source Tools do not and can not support bone scaling either, and there is nothing that can be done about that, besides trying to work around it with other methods.
引用自 {GPG} Waka Flocka Flame
You serious? -
Yes. The Source engine doesn't support scaling in animations. (It does however support scaling, even scaling individual bones in some cases, through coding... but this is stuff to be hard-coded into the game itself, not into the animations. See Team Fortress 2's mini spell and re-size plugins for servers. I'm not sure about this stuff outside Team Fortress 2, though, and again, this is nothing you can mess with as an animator.)

引用自 {GPG} Waka Flocka Flame
- the animation plays fine -
That's because Blender supports bone scaling in animations (unlike Source and its formats).

引用自 {GPG} Waka Flocka Flame
Why is it like [whether Source supports scaling] is my question? -
It's not, we only explained that to help you understand why it doesn't work, rather than just saying "it doesn't work".

引用自 {GPG} Waka Flocka Flame
- as i said scaling is really useful in animation it's really used alot i mean why would they disable this i look at this like a bug tbh? -
They didn't disable it, they never programmed it in the first place. As someone said to me about a missing feature in a fan-game once (despite said feature being documented both online and in-game), "lack of support for a feature is not a bug".

引用自 {GPG} Waka Flocka Flame
- With all that being said what else can i do to make scaling animations work for source engine/TF2
As xDShot™ proposed, you can try using a flex to make the bone(s) seem to grow/shrink, but I have no idea how to directly use flexes within animations. You can try taking a look at $BoneFlexDriver, but I don't have any clue how that works, let alone for non-"vertex animation" flexes.

You could also try making many different bones for the same body area, and just stretch them out apart from each other to simulate a single bone growing, but this may be weird to work with.


TL;DR: You have to work around the lack of bone scaling, as there's nothing you can do to get bone scaling to work in animations.
11
Issue with animated model
10
Too many bone influences per vertex
正在显示第 241 - 250 项,共 589 项条目