Source Filmmaker

Source Filmmaker

Oitnemood May 12, 2020 @ 8:35pm
hey, how do i convert blender skeletons to an acceptable format for the source engine?
i have searched and searched for guides and nothing appears, i try to do it, but it fails enormously, i try. i see other models and i see that where it says "viewport display" and in "custom object" is placed smd_bone_vis the imprement to my model and that part gets bigger and the connected lines disappear
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Showing 1-9 of 9 comments
ZergSquad May 13, 2020 @ 4:30am 
just decompile any other model and watch how they armatured
Oitnemood May 13, 2020 @ 10:27am 
Originally posted by ZergSquad:
just decompile any other model and watch how they armatured
I need to create it myself, because there are extremities that I want to form with the skeleton and I think it would be difficult to find one with the characteristics that I want
Pte Jack May 13, 2020 @ 10:45am 
The smd_bone_vis is a custom object to the bone shape when it is imported into Blender, it is not the standard shape of a bone and means nothing on being compatible with the steam engine. The size of the ball is controlled via a switch that makes the ball size to the length on the bone. So if you have a very long bone, the ball is going to be huge.

In fact, if you select the armature and take it into Edit mode, those custom shapes disappear and the bones become stick bones.

The length of a bone doesn't mean much in a Valve model, the important part of a bone is the Bone head. This is the pivot point of where the influenced mesh is going to bend.

If you really want those balls in your model, what you can do is:
Add your skeleton (armature),
Weight paint the model
Make sure all the bones are properly parented to their chains but disconnected from each other,
Shrink the bones based on the bone origins so that are small,
then export the model as SMDs or DMX files.

Once exported, if you import those exported files back into Blender, you'll find that all your bones will have the smd_bone_vis custom shape added to them.

If you want to add them manually, you would have to take the model into Pose Mode, Select a bone, then the Bone Property Tab and change the Custom Shape on each bone, individually
Last edited by Pte Jack; May 13, 2020 @ 10:46am
Oitnemood May 13, 2020 @ 10:50am 
Originally posted by Pte Jack:
The smd_bone_vis is a custom object to the bone shape when it is imported into Blender, it is not the standard shape of a bone and means nothing on being compatible with the steam engine. The size of the ball is controlled via a switch that makes the ball size to the length on the bone. So if you have a very long bone, the ball is going to be huge.

In fact, if you select the armature and take it into Edit mode, those custom shapes disappear and the bones become stick bones.

The length of a bone doesn't mean much in a Valve model, the important part of a bone is the Bone head. This is the pivot point of where the influenced mesh is going to bend.

If you really want those balls in your model, what you can do is:
Add your skeleton (armature),
Weight paint the model
Make sure all the bones are properly parented to their chains but disconnected from each other,
Shrink the bones based on the bone origins so that are small,
then export the model as SMDs or DMX files.

Once exported, if you import those exported files back into Blender, you'll find that all your bones will have the smd_bone_vis custom shape added to them.
by disconnected, you mean the circular parts of the bones are too far apart?
Pte Jack May 13, 2020 @ 11:11am 
Here, maybe these will help you understand better...

https://i.imgur.com/88eEYBr.png

https://i.imgur.com/85xJoPv.png
Oitnemood May 13, 2020 @ 11:37am 
Originally posted by Pte Jack:
Here, maybe these will help you understand better...

https://i.imgur.com/88eEYBr.png

https://i.imgur.com/85xJoPv.png

there is a part of the settings that are shown in the image, that doesn't look good, if you don't mind you could send me a better resolution of that image with that part adjusted
Pte Jack May 13, 2020 @ 12:58pm 
it's exactly the same as the larger connected bone image, the difference is the connected box isn't checked on and the bones are smaller

But here you go, this is the embedded image in that other one.

https://i.imgur.com/bRpOK9w.png
Last edited by Pte Jack; May 13, 2020 @ 1:09pm
Primus03 Nov 8, 2020 @ 10:37pm 
Originally posted by Pte Jack:
The smd_bone_vis is a custom object to the bone shape when it is imported into Blender, it is not the standard shape of a bone and means nothing on being compatible with the steam engine. The size of the ball is controlled via a switch that makes the ball size to the length on the bone. So if you have a very long bone, the ball is going to be huge.

In fact, if you select the armature and take it into Edit mode, those custom shapes disappear and the bones become stick bones.

The length of a bone doesn't mean much in a Valve model, the important part of a bone is the Bone head. This is the pivot point of where the influenced mesh is going to bend.

If you really want those balls in your model, what you can do is:
Add your skeleton (armature),
Weight paint the model
Make sure all the bones are properly parented to their chains but disconnected from each other,
Shrink the bones based on the bone origins so that are small,
then export the model as SMDs or DMX files.

Once exported, if you import those exported files back into Blender, you'll find that all your bones will have the smd_bone_vis custom shape added to them.

If you want to add them manually, you would have to take the model into Pose Mode, Select a bone, then the Bone Property Tab and change the Custom Shape on each bone, individually

can i ask you something, when i resize the model and port the Bones as a SMD along with the model, and import them into blender again, the bones are large and the body is small, how do i fix that?
Oitnemood Nov 9, 2020 @ 8:48am 
Originally posted by Primus03:
Originally posted by Pte Jack:
The smd_bone_vis is a custom object to the bone shape when it is imported into Blender, it is not the standard shape of a bone and means nothing on being compatible with the steam engine. The size of the ball is controlled via a switch that makes the ball size to the length on the bone. So if you have a very long bone, the ball is going to be huge.

In fact, if you select the armature and take it into Edit mode, those custom shapes disappear and the bones become stick bones.

The length of a bone doesn't mean much in a Valve model, the important part of a bone is the Bone head. This is the pivot point of where the influenced mesh is going to bend.

If you really want those balls in your model, what you can do is:
Add your skeleton (armature),
Weight paint the model
Make sure all the bones are properly parented to their chains but disconnected from each other,
Shrink the bones based on the bone origins so that are small,
then export the model as SMDs or DMX files.

Once exported, if you import those exported files back into Blender, you'll find that all your bones will have the smd_bone_vis custom shape added to them.

If you want to add them manually, you would have to take the model into Pose Mode, Select a bone, then the Bone Property Tab and change the Custom Shape on each bone, individually

can i ask you something, when i resize the model and port the Bones as a SMD along with the model, and import them into blender again, the bones are large and the body is small, how do i fix that?
you have to move your model in "edit mode" that I think it happened that the skeleton was not coordinated to your model
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Date Posted: May 12, 2020 @ 8:35pm
Posts: 9