Source Filmmaker

Source Filmmaker

SUPREME Feb 2, 2020 @ 8:10am
Deformed Model When Importing SFM to Blender (Image Included)
I'm attempting to import SmugBastard's Cassie model into Blender, and the legs get totally morphed/deformed when i do so. Image here: https://anonfile.com/V4FdbcT9n1/Untitled_png (it is a nude model but I have censored for SFW).

A few notes:
-The deformity you see is on the basis shape key
- I double checked the weight paint and the thigh and knee bones are indeed weight painted properly
- the model is over 430K verts...never seen a model this big for sfm!
-when i try to move the legs in Pose Mode, they move but thr deformity stays intact

UPDATE:
I have an update upon further investigation. Out of curiosity, i tried opening the original .mdl (pre-decompile) in Noesis to see what it looked like. Turns out the "deformation" is inherently there! But the weird thing is, when i load the model in Half-Life Model Viewer or in SFM itself, the model looks totally normal.

What is this witchcraft ? lol
Last edited by SUPREME; Feb 2, 2020 @ 10:04am
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Showing 1-15 of 19 comments
green Feb 2, 2020 @ 8:30am 
Do you have the latest version of Blender source tools?
SUPREME Feb 2, 2020 @ 8:37am 
Originally posted by Hunter in the Green Vest:
Do you have the latest version of Blender source tools?

yes, i did a check for updates and it said i had the latest. this is blender 2.81, i just downloaded it like a few weeks ago
check if the knee bone is parented to the thigh bone
green Feb 2, 2020 @ 8:50am 
Do you have the latest version of crowbar?
SUPREME Feb 2, 2020 @ 9:21am 
Originally posted by Hunter in the Green Vest:
Do you have the latest version of crowbar?
ah...maybe thats the issue, i see a newere version has been released. will give that a try and re-decompile.
SUPREME Feb 2, 2020 @ 9:44am 
Originally posted by Hunter in the Green Vest:
Do you have the latest version of crowbar?
updated my crowbar and decompiled again, same deformation is there
SUPREME Feb 2, 2020 @ 9:45am 
Originally posted by stupid ass beatsaber:
check if the knee bone is parented to the thigh bone

yes bones are parented correctly.
episoder Feb 2, 2020 @ 9:56am 
did you import any animation with it? is this the reference pose or a keyframe of any animation?

this doesn't seem to be a shapekey error.

(dling rn. slow guest access atm.)

you could try: remove any animation or keyframes, then rotate the thigh bones in edit mode and/or reparent the knees or calf or whatever bones on the way. that should give you an edited/delta pose, if it is keyframed. in case this doesn't fix it you may have to create a new reference pose with the bones properly rotated.
SUPREME Feb 2, 2020 @ 10:03am 
Originally posted by episoder:
did you import any animation with it? is this the reference pose or a keyframe of any animation?

this doesn't seem to be a shapekey error.

(dling rn. slow guest access atm.)

you could try: remove any animation or keyframes, then rotate the thigh bones in edit mode and/or reparent the knees or calf or whatever bones on the way. that should give you an edited/delta pose, if it is keyframed. in case this doesn't fix it you may have to create a new reference pose with the bones properly rotated.


I have an update upon further investigation. Out of curiosity, i tried opening the original .mdl (pre-decompile) in Noesis to see what it looked like. Turns out the "deformation" is inherently there! But the weird thing is, when i load the model in Half-Life Model Viewer or in SFM itself, the model looks totally normal.

What is this witchcraft ? lol image here, technically nsfw but you can't see anything: https://anonfile.com/d0Qdc1T2na/cassiewhatt_PNG
Last edited by SUPREME; Feb 2, 2020 @ 10:07am
episoder Feb 2, 2020 @ 10:09am 
looks like a screwed up reference pose. iirc i had one of those sb models with a similar issue. will let you know in a couple mins.
ZeqMacaw Feb 2, 2020 @ 10:18am 
That model might have been constructed a special way with DMX files and might not be completely correct in SMD format (the only format that Crowbar uses, for now). There might be a shape key or two for the legs that puts them down as one would expect. I have no idea why it would be constructed in that deformed state, but the decompile is probably correct.
episoder Feb 2, 2020 @ 10:46am 
got it. i imported the whole qc at once. there's a flex/shapekey "legspread2" that fixes it. you should be able to merge or blendshape or propagate the vertices that are influenced and create a new base shape. i'm not sure rn how (never done reversed a baseshape from a flex), but that should be doable, i think.

edit: googled. you just pull the the "legspread2" to 1.0 and move it to the top of the shape key list to make it the new baseshape and... done that for me. should work for you too. :)

(note: done in 2.79. should work in 2.8+ too tho)
Last edited by episoder; Feb 2, 2020 @ 10:54am
SUPREME Feb 2, 2020 @ 11:20am 
Originally posted by episoder:
got it. i imported the whole qc at once. there's a flex/shapekey "legspread2" that fixes it. you should be able to merge or blendshape or propagate the vertices that are influenced and create a new base shape. i'm not sure rn how (never done reversed a baseshape from a flex), but that should be doable, i think.

edit: googled. you just pull the the "legspread2" to 1.0 and move it to the top of the shape key list to make it the new baseshape and... done that for me. should work for you too. :)

(note: done in 2.79. should work in 2.8+ too tho)


you. are. a god.

thank you 100x episoder
green Feb 2, 2020 @ 11:34am 
Originally posted by episoder:
got it. i imported the whole qc at once. there's a flex/shapekey "legspread2" that fixes it. you should be able to merge or blendshape or propagate the vertices that are influenced and create a new base shape. i'm not sure rn how (never done reversed a baseshape from a flex), but that should be doable, i think.

edit: googled. you just pull the the "legspread2" to 1.0 and move it to the top of the shape key list to make it the new baseshape and... done that for me. should work for you too. :)

(note: done in 2.79. should work in 2.8+ too tho)
Epicc. *applauds*
SUPREME Feb 2, 2020 @ 12:02pm 
Originally posted by episoder:
got it. i imported the whole qc at once. there's a flex/shapekey "legspread2" that fixes it. you should be able to merge or blendshape or propagate the vertices that are influenced and create a new base shape. i'm not sure rn how (never done reversed a baseshape from a flex), but that should be doable, i think.

edit: googled. you just pull the the "legspread2" to 1.0 and move it to the top of the shape key list to make it the new baseshape and... done that for me. should work for you too. :)

(note: done in 2.79. should work in 2.8+ too tho)

this helped me get the base pose fixed but it looks like all the other flexes, like "SmileR" will then flail the legs out...is there a button you have to push to officially make legspread2 the official basis key?
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Date Posted: Feb 2, 2020 @ 8:10am
Posts: 19