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The problem persists even if the mesh is exported and compiled with no shape keys, either as a DMX or SMD.
I guess I could try exporting to something like FBX and then reimporting/exporting and seeing what happens, in case it's something weird that Blender is exporting to the mesh, but that seems like grasping at straws.
EDIT: No, exporting to FBX and then reexporting as SMD changes nothing. If there's any undesired data on the mesh, that isn't wiping it.
- The issue persists even if the model is exported to OBJ, loaded in a new session with an FBX, has the weights transferred across from the FBX, and compiled. So that basically entirely rules out that the error is specific to the original blend file I'm exporting from, it's something that persists to some degree across the OBJ, FBX and SMD/DMX formats.
- If I decompile with Crowbar and feed the decompiled mesh back in, the weight paint distorts further (although different vertices), so it's not like it's StudioMDL rounding off to a certain precision.
So there's just something about this mesh that StudioMDL is bloody mindedly objecting to. I may have to just stubbornly readjust the mesh layout in those areas and see that changes anything.
- Converting the mesh across the shoulder to quads: no difference.
The vertex weights are being messed up exactly the same in both cases.
- Different bone parenting: no difference.
Originally the bones were chained Clavicle (paint for collarbone) -> UpperArm (unpainted) -> UpperTwist2 (paint for upper arm, a helper bone to improve shoulder positioning, particularly when using IK and you can't control the main bone rotations). I tried Clavicle -> UpperTwist2 instead.
- A different version of StudioMDL: No difference.
Exact same results from the GMod StudioMDL as the SFM StudioMDL.
edit: ^ that is nonsense. both smd and dmx (dmx2tex checked) output normalized. i'm not sure how the compiler deals with too much weights in dmx tho. smd throws errors.
I've not tested with just cutting that part of the mesh out yet, but compiling just that mesh makes no difference.
As far as SMDs, they're doing exactly the same thing.
EDIT: What I'll probably do tomorrow is export a version of the mesh from before I started messing around with it trying to get it to work, and upload it for others to experiment with.
(I'll also need to mirror the weight paint, as I'd only actually finished the left shoulder and was trying to test it in SFM - I still need to copy it over to the right).
Marco Skoll has said that exporting an SMD and re-importing it gives the same result as before exporting it, but compiling it into a model starts giving these strange issues, which persist when de-compiling it.
The issue only exists after compiling. (Or so it would seem. I suppose to an extent I'm trusting what Blender tells me the weight paint is, but Blender seems to agree with SFM about what's happened after the compile).
That said, trying an old Blender isn't a completely wild idea.
If it were a case of StudioMDL "rounding off" to a certain precision or culling weak links, I would expect a decompiled SMD to be "valid" by those criteria and thus recompile the same. It doesn't - the weight paint distorts again.
In any case, comparing the paints, it's often not the weakest links being affected.
in that case you should test the model in sfm. and done. you shouldn't bother thinking about them other's ripper. it's not an important result to test thru decompilation. that a lil bs.
The error is definitely in SFM to some extent, because I didn't even start decompiling to take a look until after the model had repeatedly failed to deform satisfactorily in SFM (and after I'd started suspecting that I couldn't have messed up the weight painting that badly five times in a row).
It's theoretically the case that in the picture I posted at the start that decompiling has exaggerated the issue by the time I'm re-comparing meshes in Blender, but it cannot be what is causing the issue in SFM.
I have. That is exactly what you see in the first picture.
The pink mesh has been reimported into a completely new Blender session after having been exported as DMX from the original file.
The blue mesh is a SMD that has been compiled and decompiled from that same DMX.
Theoretically, Blender might be messing up the weight paint in exactly opposite ways when I'm importing/exporting, but for that to happen, it would have to be doing it in both SMD and DMX, and also somehow reimporting decompiled SMDs differently to exported ones, so that sounds like way too contrived a solution.
At some point later today (or maybe tomorrow), I will try Blender 2.78 (I'm currently on 2.79) and see what happens, and then try 2.77 if that doesn't work.
I will also get the mesh exported as DMX (and re-decompiled as a dodgy SMD) for you guys to take a look at. (At the very least, knowing whether other people can or can't replicate the error will tell me what I have to start looking at fixing).