Source Filmmaker

Source Filmmaker

Need some help converting from XNALara
I've been trying to convert models from XNALara to SFM, and I've gotten to the point where I can successfully compile the model into an mdl file. However, I load up the model in the SFM Model viewer, and the model is missing it's textures. I move over to the Model tab, and where is says "Materials used:" the dropbox just has "Material", instead of the names of the different texture files. I'm just wondering if anyone had any idea why this is happening.
Legutóbb szerkesztette: ExHaseo; 2013. szept. 3., 2:40
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Really... Hmmm, do you have a xna plug in for blender?
Found the script, is this sort of what your character looks like in Blender?

http://i.imgur.com/22T8c5i.png
I'm using an importer I found for importing the XNALara models. Yes, the models do look like that once I import them into blender.
Ok, the skeletons are most likely not configured to work in SFM, even if you manage to export the model to SMD format. There are no connections (ie pelvis to spine, pelvis to thigh, thigh to knee, to foot to toe... etc.) Therefore rotating one bone will not move the next set of bones in the chain (ie rotating the knee will not move the foot and the toes. It will only move the mesh associated to the knee.)

In the one I showed, it appears that ALL bones are parented off the ground root bone. They are not connected to each other the way they need to be for SFM. The model I showed you also has a lot of extra bones in the face to control expressions. These bones are also parented to the ground root. This allows for individual control when posing in xnaLara.

The xnaLara models need a huge amount of work and it is going to take me longer to point out what needs to be fixed and how to do it. I may do a multi-segmented tutorial and guide instead of coming back to this discussion with my explanations; there is just that much work that needs to be done to them. Unfortunately, it is not going to be a quick explanation and it will take some time for me to do the guide and tutorials.

Thanks for mentioning that the mesh.ascii import brings in the bones, I had just spent almost 2 hours boning out the model I imported from OBJ format as I did not have the script to import mesh.ascii. (Looking at the number of bones in the model I posted the picture of, I wonder if it might be easier to set up a new armature rather than to try to parent the bones properly from the mesh.ascii import.) Wow!!! But the model does import a bit cleaner using the mesh.ascii importer and the vertex groups for the bone import as well.

Anyway, sorry, but what I thought might be a quick answer to your question is a lot more complicated than it appeared.
Alright, thanks for the help. I'm glad I at least know now that it's not possible to just directly import them. Otherwise, I would have wasted even more time messing around with them. If you do decide to make a tutorial, I look forward to it. There are a ton of XNALara models out there that would be great for use in SFM.
This is true, I just downloaded Wreckit Ralph and I will most likely use it as an example of going xnaLara to Blender To SFM.

Looking at the samples I downloaded, it appears that the armature (skeletons) structure is pretty much the same for most xna models. This means that the armatures need major rework in order for it to be compatible with SFM. But it's pretty easy to do once you get the hang of it.

The tutorial series will go through
the programs required to get xnaLara up and running,
the Blender plugins for xna import and SMD export,
the rework of the model to make it SFM compatible,
maybe some flex controls for the mouth (but I may skip this)
converting the existing texture files to Valve VTF format,
writing the VMTs,
creating a simple qc,
compiling the model and getting it to appear in SFM.

Quite a bit of stuff, so it may take a bit to complete and depending on how I break it down, some of the vids may be long because some of the process is quite involved.
I won't be posting the tut until I have it complete.
I can imagine it will take some time. Especially the reworking of the model. I look forward to it being complete.
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Közzétéve: 2013. szept. 3., 2:40
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