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you look at the wrong things. the shoulders have the problem. and lil bits around the neck. you could duplicate the meshes and use the clean .05 method. then tint the duplicate or wireframe the original and you see where the cleaned mesh sticks out / overlays.
you also gotta decompile the model. you'd have an smd. this is where it looks broken.
I see it now...
https://i.imgur.com/XXXMto0.png
While that's not perfect syntax, it's definitely not what's breaking the model.
~~~~~
It does seem to be the issue mentioned - StudioMDL is culling weights of less than 0.05.
Anyway, through some really contrived whatyamacallit using an SMD file, Notepad++ and Excel (I'm certain it could be done with Python in Blender, but my Python is really bad, so I didn't want to be trying to juggle the maths and the programming at the same time), I've now got a version of the master weight mesh where the values have been rounded off rather than just culled.
It's better, but not good enough - so unless I can find a hacked version of StudioMDL that doesn't indulge in such shenanigans, it looks like it is going to have to be the painful process of repainting it again.
(Still, it will probably serve as a better starting point than just a culled mesh).
A well kept secret, studiomdl simply discards any normalized weights below a value of .05 and collapses them back into another weight group. This has a huge impact on fine weighting, especially on high poly models where very low weight values are often utilized to keep all those vertices smoothly deforming. Many models you import will have weights below .05, even older games. It may not seem like a big deal, but it is. Depending on how much your model uses low value weights, this issue all by itself can be severe enough to ruin deforms in very obvious ways, I assure you. A few dropped weights here and there usually can be ignored, but if you have entire sets of edge loops using low value weights, there is real potential for serious damage to pose deforms on your compiled model.
From here.... https://www.sfmnauts.com/general/rigging.html#failure-to-normalize-weight-values
https://i.imgur.com/OApH8lM.gif
should try to compile a studiomdl exe? this source code is 10 years old. :D
and in the spider body...
https://i.imgur.com/TP3HXiW.png
somewhere on the internet. google se2007src.rar. and... it even works. wow. first time i got something working out of it. i just compiled a slightly eye broken beta alyx. :D
https://i.imgur.com/ZrH69vr.jpg
I'll need to get my head around the basics of C++ again (finally, that "C++ for Dummies" book on my shelf might actually see some use), but surely it's got to be a good thing for SFM modelling if we can get a working StudioMDL that doesn't have that weight culling - or at least where the culling is set really low, like 0.0001 or something (so that completely zero values do get culled out for efficiency).
Arguably, I perhaps should still be refining the weight paint a bit to not have the spine weights so far over the shoulder, but that whole process is just going to be so much easier the fewer limitations I have to faff around with.
Also, Alien Swarm is said to have some of its source code public and such... but I'm afraid that though there are a few mentions of "StudioMDL" in it, sadly there doesn't seem to be any source code of StudioMDL itself in it, the references seeming more about rendering/loading models generated by StudioMDL than generating the models themselves. (The information about StudioMDL here is based upon my own research for, like, 3-5 minutes with the source code.)
But the official Source SDK base 2013 exists, and... StudioMDL's source code is not in it,[github.com] with no official reason behind its removal, with the latest version of its source code from there(?) apparently failing to compile, sadly. If it's worth mentioning, apparently someone from VALVe was asked about it, and that person would try to at least figure out why StudioMDL's source code is not included, but again, there's no official reason behind it, with communication to that person having ceased long ago.
If it still has the limit, I might beg him to see if he will (or even can) compile a version without it.
If not, well... I guess I have been telling myself I should learn more programming languages.
it comes with a full set of engine. shouldn't that work? i didn't bother to try.
and... i'm thinking. if i can figure out how this line of code compiles and i find this in sfm's studiomdl i could patch the value. it could be just an offset and a tweak. :)
Trying properly.. no, it still has the limit.
Well, I suppose the next step is to see if I can beg for a modified version.