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just some extras like pockets, belts blah blah blah.
you can try removing face bones if you want. also any jiggle bones that dont need to be used
This is really a question for the GMod community - we know how to get things into SFM, we don't have experience on how best to optimise them for GMod.
For a GMod player model, you'll need to swap in the GMod player model skeleton anyway, which will mean that you'll need to reassign the wings to the upper spine bone anyway (the skeleton won't support animating them). After that, axe all the facebones (Source should really use flex animations for faces), and then you'll have to start looking at how many bones are left after that, and start simplifying any jigglebone chains.
But yeah, ask the GMod community, not us.
To be fair this isn't a question about Gmod i was just saying that is my ultimate goal that this project is for. The question itself relates to an SFM model so I don't understand why it's an issue but thanks anyway.
It could have originally come from SFM, Fallout, Fortnite, DOA, Bioshock, etc, but it is now in Blender format; at this stage, you'll get the best and most accurate advice from the people who specialise in the game you want to get it into.
To put it another way - I practically know SFM's modelling limits backwards (and I've actually helped push those limits), but I honestly didn't know that GMod was limited to only 128 bones.
I knew older versions of Source were, but had you asked me before posting this thread, I would have assumed that GMod (as one of the few branches of Source still in active development) had been adapted to support 256 bones like SFM.
You want to be talking to the people who know this stuff, and that's going to be the GMod community, not the SFM community.
That's not a case of me being elitist, it's genuine advice - you will get more accurate and better advice by talking to the GMod community.
It's generally Source porting. Only difference is the bone limit. We sure don't need a bunch of derailed gmodders here, but some things can pass. No need to type paragraphs about WTF. huh?
I may be wrong, of course, but I still think that it's only SMD meshes that are limited to 128 bones when compiling models.
Mafwingo said "a skin in Garry's Mod". I personally assume that that means "player model". And I also personally assume that Garry's Mod model-makers are more likely to know how to make properly-working Garry's Mod player models than Source Filmmaker model-makers are.
GMod also requires physics meshes & ragdoll constraints, player models generally have to be made to a specific skeleton (much less of a concern in SFM) and then there's things that SFM supports that GMod doesn't.
This isn't a case of me saying "HOW DARE THOU STRAY FROM THY DESIGNATED CORNER OF THE INTERNET, GMOD FILTH!", this is me saying "You'll get better answers over there".
Guys the original question is simply "hey how do I know if bones are necessary or not" not "how do i do x, y, z, etc.. to make a gmod model." I already have the information. It was a simple BONE related question for an SFM model. I don't care where it's going, who's to say I'm not going to need to this for otheer games than Gmod? I could run into the same issue in the future. It's simply what's the best tool for knowing necessary and unnecessary BONES...
https://forum.facepunch.com/f/fbx
When it comes to discussing the creation of GMod content, that's what that section is for. (No, it's not specifically about player models, but they fall under the general category of addons).