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2. The exported DMX isn't triangulated (check by importing it), but studiomdl will do that. Perhaps you have some tris hiding in your model? Seems a bit weird that the mesh has to be 100% quad BTW...
The shape normals thing may be a bug with the engine. If you can reproduce it with a single shape active let me know, otherwise it's probably not my problem. :)
2. hmmm... strange... now it's working... idk how that happened then... ._.
"quad only" is only required by $subd. it's kinda new discovery from facepunch
It allows to subdivide models within Source.
I have spent about month overall to remove/collapse/kill all tris/ngons, i didn't test it yet :v
3. verts rotates slighty on every single flex, but it is most visible on all of flexes active
http://imgur.com/yP0qdEp http://imgur.com/LrCWhIE
it only happens on smd - no matter if subdivided or not, dmx is not affected by that(at least on non-subdivided mesh, i can't compile higher one, because of bones per vert limit)
I can send you smd/vta or compiled model if you need it
1. studiomdl just silently discards extra weight data with SMD and I've been bitten into the ass back in the times ("why wouldn't this bone work?!")
With DMX it gets angry.
The problem here is that we usually have a mesh with a subdiv modifier and subdiv doesn't care for weight limits, and when BST bakes this into a DMX studiomdl gets angry.
The workaround is apllying subdiv on the mesh and then doing Limit Total in Weight Paint but doing this every time the mesh is changed means we have reduplicate and and re-apply and limit vertex groups and re-export yadda-yadda-yadda and this is painfu or really painful, cause we can't apply modifiers on meshes with shape keys
So, the feature request is to do Limit Total when baking a mesh
2. True about $subd, it wants all-quads and also gets angry at some polys:
http://screenshot.su/show.php?img=02e85a116cb989a5dd5446b16319afdd.jpg
Last time it rotated normals of fixed amount of vertices in same random places of every flex. It happened randomly at exporting, so it wasn't that annoying (and catchable i guess).
Now, quite recently it started to rotate normals of those vertices, which are moved by flex. It happens on every export I made, independently of what model I try to export.
example: http://imgur.com/6vtXjqI (slighty nsfw i think).
It happens only on .smd/.vta
I've tried to:
- export model on another computer with same .blend file - same result on compiled model.
- export model on another computer imported from .dmx and .fbx file - same result
(both on clean version of Blender 2.72b with addon version 2.3.0 and 2.3.1)
- recreate model vert by vert, face by face plus all shapekeys (thanks to Snap function and F2 addon) - it still rotates normals, but in different directions than on original model
I'm not sure anymore, if there's some 'hidden' transformations going on before addon touches the model, or if it's studiomdl doing some magic, or addon fails to do something... or my pc is haunted and tells me to drop .smd format and forces me to use .dmx :/
I can send .smd/.vta, compiled model or .blend file if needed.
EDIT: I've tried to dig in exporter's code myself, but the only line of code that somehow affected flexes was
Also, after importing .smd/.vta back to Blender (can't find any other program allowing importing .vta), I get "Warning: 317 VTA vertices (0%) were not matched to a mesh vertex! An object with a vertex group has been created to show where the VTA file's vertices are."
Those "Unmatched vertices" seems to be in correct places when comparing against mesh...
Your two findings above are expected. Not calculating the normals leads to them all being (0,0,0), and the mismatched verts are common with VTA. Use DMX!
video: http://www.youtube.com/watch?v=_gzddkesozY
picture with activated flex: http://i.imgur.com/V4Dxelj.png
and yes, after little over 2 years of stable .SMD usage, it's time to switch to unknown (at least to me) waters of .DMX format ...
... after that one vta bug will be squashed, ofc
EDIT: I've updated thread's topic to mark what's fixed
This also explains why DMX is unaffected: it supports ngons, so no triangulation is performed.
So yeah, use DMX! :)
I got an idea for workaround, but 'till I'll learn Blender's Python stuff, let's just leave it as is
For now, I'm marking vta as "unfixable" (you can change it later to whatever you want I guess).
But thanks for all help so far :D
ps. I'll miss ya .VTA
The first is to triangulate before splitting shapes into separate objects, but that's a bad idea as it can lead to drastic changes to the output (e.g. per-face dupligroups).
The other is to recombine all of the shape objects to one mesh after triangulation, then split them off into separate objects again. That should work, but would make exports considerably slower. Given that this is an edge case in a legacy export format, I'm not happy about that prospect. I may experiment with it and see how bad the slowdown is though...
Default setting for Trianguate modifier's 'quad method' is 'Shortest Diagonal' that works exactly as you described few posts ago. 'Beauty' method gives nearly same result.
On either 'Fixed' or 'Fixed alternative' method those bugs went away.
Tested on both 2.3.1 and 2.3.2b1 you have posted.
I made some googling and find out that, according to Blender's API Documentation[www.blender.org] 'quads_convert_to_tris' operator (which is essentially 'Trianguate modifier' and is used when no active 'Trianguate modifier' is found on model) defaults to 'Beauty' quad method and gives errors on model's .vta.
tl;dr: Looks like Trianguate modifier on right settings fixed problem for good
As you already suggested, I've switched to .dmx, so let's just hope that bug will not show up on .dmx too :)
Thanks for help.