Source Filmmaker

Source Filmmaker

kris Nov 8, 2018 @ 7:21pm
Bone problem
Okay so I had recently got halfway done with a .qc (I have no idea if that might be why.)
Anyway, I decieded to test it out to see if the port was doing okay, It had failed multiple times, I fixed it. I tried applying the scale and ended up getting this.
https://gyazo.com/3de84253e75bacfb5c04b391600714ed
(in SFM they are really small - https://gyazo.com/da7e10b5b3dfaed70d8ebff59853ec57 )
Any suggestions? Will provide the .qc

(I know there are missing textures, that isn't the problem, it's the bones)

(It's probably a problem with the .blend, I'm done trying to fix it)
Last edited by kris; Nov 9, 2018 @ 8:29pm
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Showing 1-15 of 19 comments
Proximity Nov 8, 2018 @ 7:29pm 
Usually black and pink checkers are meant for missing texture. Probably the texture location didn't get located properly ? iirc qc should have somethin about texture location. Try that.
EDIT : The pict you showed us, aren't bones. They're textures.
Last edited by Proximity; Nov 8, 2018 @ 7:30pm
kris Nov 8, 2018 @ 7:30pm 
Originally posted by Mah Bullets:
Usually black and pink checkers are meant for missing texture. Probably the texture location didn't get located properly ? iirc qc should have somethin about texture location. Try that.
Well, I know the texture is missing. I haven't applied those just yet. It's the rig/bones. Unless the mats could have something to do with them?
Proximity Nov 8, 2018 @ 7:34pm 
Did you use hlmv ? or mention what program/software you use to reach this part.
Last edited by Proximity; Nov 8, 2018 @ 7:35pm
kris Nov 8, 2018 @ 7:36pm 
Originally posted by Mah Bullets:
Did you use hlmv ?
(That is a gif) The white boxes are the bones.

HLMV?
Proximity Nov 8, 2018 @ 7:38pm 
Originally posted by uJidow:
(That is a gif) The white boxes are the bones.
Ehh... all I know bones are really small object and always stays inside a mesh. You sure you're using the correct software? Try checking the .qc file on blender and let's see if somethin changes.
Last edited by Proximity; Nov 8, 2018 @ 7:38pm
kris Nov 8, 2018 @ 7:50pm 
Originally posted by Mah Bullets:
Originally posted by uJidow:
(That is a gif) The white boxes are the bones.
Ehh... all I know bones are really small object and always stays inside a mesh. You sure you're using the correct software? Try checking the .qc file on blender and let's see if somethin changes.
Applied LocRotScale in blender. Nothing changed.
Proximity Nov 8, 2018 @ 8:10pm 
Judging by the looks of it, doesn't seem you align the bones to their places and or the scale is set to mesh only. Try revert it and scale it again at blender.
Jun Nov 8, 2018 @ 8:12pm 
Lmao that's really messed up.
Pte Jack Nov 8, 2018 @ 8:14pm 
When you created the model, you scaled either the armature or the mesh objects but did not apply them. If you select them in your 3d editor, you'll find that one is a different scale than the other. If you're using Blender, then you have to use Control+A on both objects and apply the scale, rotation and Location, reexport your Smd/Dmx files and recompile.
Last edited by Pte Jack; Nov 8, 2018 @ 8:15pm
Marco Skoll Nov 8, 2018 @ 8:26pm 
Originally posted by uJidow:
Applied LocRotScale in blender. Nothing changed.
Are you sure you re-exported and recompiled afterwards?

(It might sound stupid, but it is a fairly common mistake to fix a problem in Blender and then not properly transfer that to the SFM model).
Pte Jack Nov 8, 2018 @ 10:10pm 
and did you do it to all objects including the armature before you reexported and recompiled.
Last edited by Pte Jack; Nov 8, 2018 @ 10:11pm
kris Nov 9, 2018 @ 4:00am 
Originally posted by Pte Jack:
When you created the model, you scaled either the armature or the mesh objects but did not apply them. If you select them in your 3d editor, you'll find that one is a different scale than the other. If you're using Blender, then you have to use Control+A on both objects and apply the scale, rotation and Location, reexport your Smd/Dmx files and recompile.
I've tried added scale before and it completely broke the model once it was exported. I haven't tried all of them. Location seems to break the model itself in blender.
kris Nov 9, 2018 @ 4:05am 
Originally posted by Marco Skoll:
Originally posted by uJidow:
Applied LocRotScale in blender. Nothing changed.
Are you sure you re-exported and recompiled afterwards?

(It might sound stupid, but it is a fairly common mistake to fix a problem in Blender and then not properly transfer that to the SFM model).
I'm 99% sure. I applied it before though, so that might be why nothing changed.
Last edited by kris; Nov 9, 2018 @ 4:06am
Pte Jack Nov 9, 2018 @ 11:19am 
Applying Location (in object mode) moves the Origin points for objects to location 0,0,0 it will not break a model. Applying Scale (in object mode) sets the scale of an object to 1,1,1 and it makes everything the same scale , Applying Rotation (in object mode) sets the rotation of the object to 0, 0, 0 . None of these things will break the model and aligns everything so the model will stay together.

The Origin points become the Root Transform bone for that object when the model is compiled.

Location, If the Origin Ponts are not in the same location, when you default the model, the model will break apart and depending where the origin point in the object is, that is the point that will fall to the floor.

Scale, if you don't scale everything to the same scale, then you end up with the armature or the bodygroup looking like what you have in your picture.

Rotation, If you don't apply rotation to your objects/body groups, then when you zero the model the various objects/bodygroups will spin differently than each other.

Zappy Nov 9, 2018 @ 11:38am 
Originally posted by Pte Jack:
- None of these things will break the model -
Certain modifiers may be affected by applying transforms. For example, if you have a "solidify"(?) modifier set to be 1 unit thick while the mesh object has a scale of 0.1, then the "solidify"(?) modifier will appear to "solidify" the mesh with a 0.1 unit thickness. If you then apply the scale transform of the mesh object, the "solidify"(?) modifier's thickness will no longer be scaled down, since the mesh object's scale is now 100% rather than 10%, which is a probably-bad thing for the model.

Often, applying objects' transforms in Blender causes no noticeable side-effects, but that doesn't mean that that's impossible.

Either way, uJidow has said that they have already applied those transforms and re-compiled the model. Without access (Edit: Without us having access) to the source files of the model (as in, the Blender session and such), there's not really that much for us to suggest now.
Last edited by Zappy; Nov 9, 2018 @ 12:41pm
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Date Posted: Nov 8, 2018 @ 7:21pm
Posts: 19