Akaleshnikov47 Jan 27 @ 11:06pm
SFM stock rig not showing up
Still sorta new to SFM but I've learned most of the basic ropes. Recently I imported several custom models into SFM and went back and started animating the Scout to find out the whole stock skeletal rig is missing. In the animation set editor all that appears under his name is Lower face, Eyes, and everything else in compiled into Unknown. So the bones are missing, but I am still able to load the biped simple rig. Any idea what caused this and how do I get things back to normal?
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Wembley Jan 28 @ 12:22am 
First off, where did you import the models to. Second, is a Scout model one of the custom models you put into SFM?
Akaleshnikov47 Jan 28 @ 12:29am 
Models are in the Usermod folder. And the scout model is not custom, I've tried with other non-custom models too and the skeleton does not appear.
Wembley Jan 28 @ 12:33am 
Do you think you could take a picture? I'm having a hard time visualizing what might be going on.
Akaleshnikov47 Jan 28 @ 12:57am 
http://i.imgur.com/4I0Odlu.png

Ignore all the other junk I have in the set editor, as you can see Scout2 has no skeleton, just points. Also, his points are divided up into Lower face, Eyes, and Unknown.
Wembley Jan 28 @ 1:06am 
So the other scout is working alright? what changes did you make inbetween scout1 and scout2?

I don't think I'll be able ot help you but with more information someone else might.
Akaleshnikov47 Jan 28 @ 1:16am 
No both scouts, and any other model for that matter including custom and non-custom are without skeletons and usually piled in an odd way.
Wembley Jan 28 @ 2:56am 
Is it like that when you make a new session and spawn a scout and do nothign to it?
Pte Jack Jan 28 @ 10:40am 
First off you may have answered your own question with the opening of your second sentence.

Originally posted by Akaleshnikov47:
Still sorta new to SFM but I've learned most of the basic ropes.
Recently I imported several custom models
into SFM and went back and started animating the Scout to find out the whole stock skeletal rig is missing. In the animation set editor all that appears under his name is Lower face, Eyes, and everything else in compiled into Unknown. So the bones are missing, but I am still able to load the biped simple rig. Any idea what caused this and how do I get things back to normal?

By Chance did you happen to import any custom models that use the SCOUT.MDL as a filename?? If yes, your model is overwriting the SCOUT.MDL that ships with SFM and has changed the bone structure to something that SFM doesn't understand.
Last edited by Pte Jack; Jan 28 @ 10:40am
Akaleshnikov47 Jan 28 @ 11:20am 
Started new session, spawned a Demoman, Scout, and Sniper from Tf_Movies folder.

http://imgur.com/K9OtqX6

See its not exclusive to the scout, its universally applied to all models. I understand the risks of importing custom models, and know its probably 99.9% of the reason why the skeletons gone since it worked fine before when I only had few of custom models, like the femscout and femsniper. So I have no idea what model I recently put in that could've caused it. Everything custom has been put into Usermod, so Im not sure how it affects anything in the TF_movies folder. Like I said, I'm still new but I'm not a newb. Im up for any essay-like explanations or answers for this predicament.
Pte Jack Jan 28 @ 11:28am 
Right click on one of the models and take it into the element viewer and create a screen shot of that, particularly the Full path to the modelat the bottom of the editor... I'd like to see what that is, like this... http://i.imgur.com/iDauTIT.png

I pulled the Element viewer tab off the screen so I could expand it)

If it's coming from the proper location, You may have to do a validate of the local cache to get things back.
Last edited by Pte Jack; Jan 28 @ 11:29am
Akaleshnikov47 Jan 28 @ 11:38am 
http://imgur.com/32O11FO

Appears to be right.

So what would validating it do exactly?
Pte Jack Jan 28 @ 11:39am 
Another thing you can try is to rename your usermod\models and usermod\materials folders to something else (ie add a 1 to the end of the folder name) restart SFM and load your HWM models again. If the change back to normal, then you know that something in the usermod\models folder is causing the change. If they don't change back to normal, then you've changed something in the SFM configuration. That would be an indication that the cache verification needs to be run. Back up your usermod folder and run the verification.
Pte Jack Jan 28 @ 11:40am 
One last screen shot before you do anything... Expand the bone under the UNKNOWN label. I'd like to see what's There
Pte Jack Jan 28 @ 11:41am 
I think I might know what has happened, DON"T VERIFY anything yet
Akaleshnikov47 Jan 28 @ 11:47am 
http://imgur.com/HLDTa0c
http://imgur.com/hof1iDq

The unknown part consists of all the controls that are usually divided into body, face, arms, legs. The model is still able to be animated, but it is without the bones. This also makes it to where face animations are unable to be properly moved when the simple biped rig is loaded.
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Date Posted: Jan 27 @ 11:06pm
Posts: 27