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Stuf May 14, 2018 @ 4:40pm
[Solved] Model rigging problem.
Hey all,

I'm rigging a model for a friend, but I'm not sure why I'm getting this error.

I've compiled a model which looks like this in blender: https://i.imgur.com/b8u52Lq.png

However, when I export the model into SFM, the skeleton is a lot bigger than the model for some reason. (Or the model is a lot smaller than the skeleton.)

Big skeleton: https://imgur.com/a/Hvrh0Y8

The actual model: https://i.imgur.com/H9U8Ygd.png

The model is compiled with .smd parts. (I tried using .dmx, but it made the models limbs super thin and all stretched out for some reason.)

(The textures aren't an issue, I'm going to add them when the model's technical stuff is complete.)

If someone can point me in the right direction, it would be greatly appreciated.

Cheers
Last edited by Stuf; May 15, 2018 @ 9:58am
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Showing 1-9 of 9 comments
Kumquat [Velbud] May 14, 2018 @ 6:13pm 
Check for a couple of things in Blender first.
1) Check to make sure that everything is scaled to 1, nothing else.
2) If one is the case, set to 1, then edit the scaling through edit mode. Make sure to set the cursor to center and have the scaler rely on the cursor. Write the values for the scale that you set it to before or how you got it and check to make sure the scaling in Object Mode is 1.
3) Reexport and recompile.

I say, the DMX issue is rather odd, unless you have editted the model somehow before exporting. Confirm anything else you have done to the model other than import it to Blender so that we can help you with the situation. :)
Last edited by Kumquat [Velbud]; May 14, 2018 @ 6:14pm
Stuf May 14, 2018 @ 6:50pm 
Hm, everything seems to be scaled at 1. All I've done is renamed the bones so they're biped compatible.

I used this site to rename the bones accordingly: https://www.kicodora.com/models/9-valve-biped-bone-names/
Kumquat [Velbud] May 14, 2018 @ 7:00pm 
Originally posted by Stuffed:
Hm, everything seems to be scaled at 1. All I've done is renamed the bones so they're biped compatible.

I used this site to rename the bones accordingly: https://www.kicodora.com/models/9-valve-biped-bone-names/

Okay, are the bones actually rotating when you pose it? From Blender and SFM?
Stuf May 14, 2018 @ 7:08pm 
Yeah, it works completely fine in blender. When I rotate the bones in SFM, it does rotate the model. Although, it rotates it weird as the bone is away from the body, so it acts as a different pivot point.
The author of this thread has indicated that this post answers the original topic.
Kumquat [Velbud] May 14, 2018 @ 7:53pm 
Well something isn’t locking right.

https://blender-manual-i18n.readthedocs.io/ja/latest/editors/3dview/transform/scale.html

Show me your properties panel, in object mode, where the manual shows the scale.
Stuf May 15, 2018 @ 9:58am 
Hey, sorry for the late reply. It was around 4am when I made this thread haha.

Me and Pte Jack have been exchanging steam messages, and he found out what the problem was.

He showed me how to make sure that everything was in the place it should be (Origin at 0,0,0). However, this didn't turn out to be the solution.

I'm pretty sure it was the idle file that was causing the problem. Instead of using a specific "idle.smd" file, I just used part of the models mesh as the idle file. That seemed to do the trick.

Thanks for your help too, Velbud.
76561199197226204 Jun 17, 2022 @ 12:40pm 
Originally posted by Stuf:
Hey, sorry for the late reply. It was around 4am when I made this thread haha.

Me and Pte Jack have been exchanging steam messages, and he found out what the problem was.

He showed me how to make sure that everything was in the place it should be (Origin at 0,0,0). However, this didn't turn out to be the solution.

I'm pretty sure it was the idle file that was causing the problem. Instead of using a specific "idle.smd" file, I just used part of the models mesh as the idle file. That seemed to do the trick.

Thanks for your help too, Velbud.

May I ask how you used part of the models mesh as the idle file? I have the same issue, just my rig is smaller than the model itself.
Stuf Jun 17, 2022 @ 10:36pm 
yo, instead of using idle.smd as the idle file, just replace it with one of your other meshes (either smd or dmx) eg, idle.smd becomes body.smd

$sequence "idle" {
"body.dmx"
}
King Sans Jun 18, 2022 @ 6:23am 
Just in case anyone finds this discussion in the future, I have fixed this problem before by exporting the model as a dmx with max weight strength to cull in the export settings at 1.0, I don't know how that solved it but it works
Last edited by King Sans; Jun 18, 2022 @ 6:24am
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Date Posted: May 14, 2018 @ 4:40pm
Posts: 9