Source Filmmaker

Source Filmmaker

StarrMax Mar 29, 2018 @ 1:51pm
Adding Flexes and Exporting a model from Blender to SFM
I'm rather new to the entire process of creating models and whatnot, having only used pre-made ones for my projects. But now I need to create Flexes for my models and haven't had very detailed instructions that fit my situation, leaving me in the gray zone. So, I'd appreciate some assistance in getting me going. Here's what I need a run down on:
The models have been extracted using crowbar and taken into Blender, from there having been modified to have new Flexes. I need to know what to do from there in specific steps, since I can't get the export process to work correctly. Ideally, that means that the text document needs to be updated for the new flex correctly and the model must have textures applied, along with still having the rig.
Since I'm not knowledgeable in this whole thing, I'm missing some details I'm sure, but that's what I know I need help on. Thanks to those who take the time to help me out.
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Zappy Mar 29, 2018 @ 2:08pm 
If you make sure the shape keys in Blender don't have underscores in the shape key names*, you can easily just change the export type to DMX with "simple" flex definitions ("simple" being the default), export it as DMX, and load the DMX instead of the SMD through the QC file.
If you do this, the DMX file itself will automatically contain all relevant flex information within itself, with each shape key in Blender being a separate flex.


* If you have underscores in shape key names, then if you have something like "a", "b", and "a_b", you will get flex sliders/controllers for "a" and "b", while the "a_b" shape key will be applied to the model by multiplying the "a" and "b" flex sliders/controllers together.
In other words, you need to use both "a" and "b" in order for "a_b" to be applied too.
StarrMax Mar 29, 2018 @ 2:18pm 
Originally posted by Zappy:
If you make sure the shape keys in Blender don't have underscores in the shape key names*, you can easily just change the export type to DMX with "simple" flex definitions ("simple" being the default), export it as DMX, and load the DMX instead of the SMD through the QC file.
If you do this, the DMX file itself will automatically contain all relevant flex information within itself, with each shape key in Blender being a separate flex.


* If you have underscores in shape key names, then if you have something like "a", "b", and "a_b", you will get flex sliders/controllers for "a" and "b", while the "a_b" shape key will be applied to the model by multiplying the "a" and "b" flex sliders/controllers together.
In other words, you need to use both "a" and "b" in order for "a_b" to be applied too.
Fascinating, I'll give this an earnest shot. Thank you, this should help immensely.
StarrMax Apr 1, 2018 @ 9:00am 
My new issue is that I've completed the process of exporting the model correctly, but now it is invisible. I'm sure this is a novice problem but I've seen it before. The compiling went perfectly and whatnot. The only thing I can think of is that I didn't apply any textures to it in Blender but that shouldn't matter- anyone have some guidance?
Zappy Apr 1, 2018 @ 9:09am 
Originally posted by StarrMax:
- now it is invisible. -
Please copy and paste the entire contents of the QC file here.

In addition to that, please reboot Source Filmmaker, make a new session (you don't have to load a map), click "Windows" > "Console" at the top-left of Source Filmmaker, type "clear" in the console, press Enter to execute it and clear the console, open the model browser, select the model in question, close the model browser, and copy and paste everything from the console here.

For both of those things, you get bonus points for putting them between [code] and [/code] to make them look neater. (Disclaimer: The bonus points are imaginary and can't be used... but they might make you feel nice.)
StarrMax Apr 1, 2018 @ 9:15am 
I was unable to create a new QC for the model I created since Blender doesn't know where my QC compiler is, so I reused the original one with the model extension type changed. I assume that might also be a problem?
Zappy Apr 1, 2018 @ 9:17am 
Originally posted by StarrMax:
I was unable to create a new QC for the model I created since Blender doesn't know where my QC compiler is, -
What are you trying to say here?

Originally posted by StarrMax:
- so I reused the original one with the model extension type changed. I assume that might also be a problem?
That depends. Either way, we'll still want to see the contents of the QC file and any potential errors in Source Filmmaker's console.
StarrMax Apr 1, 2018 @ 9:28am 
To answer the first, this is what I mean. https://cdn.discordapp.com/attachments/232♥♥♥♥63174049792/430038429993140224/unknown.png
Used in tutorials all the time, but not sure why mine isn't working.

For the second, the text file would have to be put down in 3 messages or something so here's a discord dl for the file itself. Feel free to do whatever with it once you look over it and see if there's anything wrong.
https://cdn.discordapp.com/attachments/232♥♥♥♥63174049792/430040017058922498/Yoshi.qc
This model came from GMod initially, just in case that has anything to do with things. Probably not.
StarrMax Apr 1, 2018 @ 9:31am 
Next, the console seems to spit this out for all of eternity when opening the model I created.
Model file 'RTBModels/SmashWiiU/Yoshi.mdl' and associated vtx files are out of date Failed to load models/! Error Vertex File for 'RTBModels/SmashWiiU/Yoshi.mdl' checksum 1156034428 should be -541366191
Zappy Apr 1, 2018 @ 10:01am 
Originally posted by StarrMax:
To answer the first, this is what I mean. -Image- -
You don't have "Engine Path" in the "Source Engine Export" panel set to a path to a folder that contains a file called "studiomdl.exe".

Originally posted by StarrMax:
- For the second, the text file would have to be put down in 3 messages or something so here's a discord dl for the file itself. Feel free to do whatever with it once you look over it and see if there's anything wrong. -Link- This model came from GMod initially, just in case that has anything to do with things. Probably not.
Having checked that, nothing seems to be particularly wrong in the QC file.

Originally posted by StarrMax:
Next, the console seems to spit this out for all of eternity when opening the model I created.
- Error Vertex File for 'RTBModels/SmashWiiU/Yoshi.mdl' checksum 1156034428 should be -541366191
What version/variant of StudioMDL are you using to compile the model, and if you're manually moving files around (and/or the compiler is automatically doing so, which is an option with something like Crowbar), are you sure the files are located precisely at...
-/SourceFilmmaker/game/[folder]/models/RTBModels/SmashWiiU/Yoshi.[extension]
...where "[extension]" is at least "mdl", "dx90.vtx", and "vvd", and that you're overwriting any files that are already there?
StarrMax Apr 1, 2018 @ 10:15am 
It was the header. I changed RTBModels to another directory *after* I made the compilation and didn't change it in the QC. The model and flexes now work perfectly; thank you for your patience with me. I really appreciate it.
Pte Jack Apr 1, 2018 @ 11:09am 
This Video explains the Blender Source Tools set up to work with SFM

https://www.youtube.com/watch?v=RKcZuh2tUFw&t=102s&list=PLZavzoXLqZCpMVk6HOZlEdCeBWy375tlO&index=12

This video explains basic QC writing and how to get Blender to recognize where the QC is.

https://www.youtube.com/watch?v=GgyXy0C-vRY&index=13&list=PLZavzoXLqZCpMVk6HOZlEdCeBWy375tlO


They are part and parcel of this playlist.

https://www.youtube.com/playlist?list=PLZavzoXLqZCpMVk6HOZlEdCeBWy375tlO
Last edited by Pte Jack; Apr 1, 2018 @ 11:10am
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Date Posted: Mar 29, 2018 @ 1:51pm
Posts: 12