Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Now you can do this one of 2 ways. You can select the armature in the 3d viewer and put it into Edit Mode. select the bone, then in the property panel, select the tab that looks like a bone and change the name there, OR
You can expand the armature in the outliner until you find the bone you're looing for, double click it and type the new bone name. Either way, the vertex group associated to that bone will change to the new name as well (as long as the armature modifier is in place and is connected to the bone that you're changing.)
Are the orange triangles in the outliner supposed to be the mesh objects you're referring to? Because those orange triangles have very different names compared to the bones, and yet, this bodygroup misplacement still happens.
Also, how would I know what bone to look for? Because the bodygroup having issues is a hair, do I change the name of ValveBiped.Bip01_Head1 under the armature (which I assume is the grey man in the outliner)?
http://steamcommunity.com/sharedfiles/filedetails/?id=928901517
survivor_producer_body6_model0 is the hair bodygroup/object mesh that keeps being misplaced.
To give you more info on the bone name change, I had set the vertex group for survivor_producer_body6_model0 to ValveBiped.Bip01_Head1, hence the reason I specifically changed that bone's name. Is that the right way of doing this?
By the way, here's the download link to a previous version of the model I'm working on, if you're interested in decompiling it:
http://sn0wsh00.deviantart.com/art/Source-Filmmaker-Payday-2-Sydney-version-0-1-678287267
I did once have a similar experience with the zero-ing problem. Have you tried just doing it again and then reapplying the bodygroup function, or however it works in Blender here?
When you say "bodygroup function," you're referring to the $bodygroup stuff in the QC file, right? Or is it some specific tool or process in Blender?
Wow, so all this time, my bone names (ie the name next to the bone symbol and is usually named ValveBiped.whatever) were indeed different from my mesh object names (ie the names next to the orange triangles and were named survivor_producer_body#_model0). Welp, back to looking at the origin point thing again. I'll probably get back to you in a couple of days when I can look at the files again.
It turns out my biggest problem was that I had not been assigning the bodygroup[docs.blender.org] to the ValveBiped.Bip01_Head1 vertex group. After assigning Sydney's mohawk to that vertex group, here's how the model looks like now:
http://steamcommunity.com/sharedfiles/filedetails/?id=930598053
http://steamcommunity.com/sharedfiles/filedetails/?id=930598235
http://steamcommunity.com/sharedfiles/filedetails/?id=931731933&fileuploadsuccess=1