STEAM 组
Blender Source Tools BleST
STEAM 组
Blender Source Tools BleST
269
游戏中
1,796
在线
成立于
2013 年 11 月 8 日
正在显示第 1 - 4 项,共 4 项条目
在论坛“Blender Source Tools Help”中
7
Questions regarding RootTransform/Flex imports
Hey dudes! I've got some general inquiries about the addon's importer capabilities. I've got a couple of character and camera animations in Source Filmmaker which I'd like to re-use in Blender. The characters I use are of my own making, so I have the DMX files with all the flexes at the ready as well as Blender files. I've exported my character's animations from SFM by right clicking my animationset and selecting Export > Animation. So far I've found that the character animations can be partially imported into Blender with some caveats. I noticed that RootTransform/Object Transform doesn't get imported (which sometimes results in jittery animations) and Facial animation is lost as well. Looking at the ascii versions of the DMX files, I do see a bone called "unnamed" that I assume to be rootTransform. Console output shows that flexes are also detected, but as bones instead of shape keys. Excerpt from the console:
- Animation refers to unrecognised bone "unnamed" ... - Animation refers to unrecognised bone "right_EyesSquint" - Animation refers to unrecognised bone "left_EyesSquint" etc.

Now I was wondering about the reason why these two don't seem to be supported. Is there a technical reason that prevents these features from being added, or is it simply a time issue? I've got some intermediate python experience, but I thought I'd ask for some background on this before I'd dive in to the code. Thanks for your time, as well as this very complete plugin. (loving the HWM/DMX stuff!)
正在显示第 1 - 4 项,共 4 项条目