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You might try using flex animation if you can figure it though...
That's because Blender supports bone scaling in animations (unlike Source and its formats).
It's not, we only explained that to help you understand why it doesn't work, rather than just saying "it doesn't work".
They didn't disable it, they never programmed it in the first place. As someone said to me about a missing feature in a fan-game once (despite said feature being documented both online and in-game), "lack of support for a feature is not a bug".
As xDShot™ proposed, you can try using a flex to make the bone(s) seem to grow/shrink, but I have no idea how to directly use flexes within animations. You can try taking a look at $BoneFlexDriver, but I don't have any clue how that works, let alone for non-"vertex animation" flexes.
You could also try making many different bones for the same body area, and just stretch them out apart from each other to simulate a single bone growing, but this may be weird to work with.
no thats stupid no thanks as for the flex driver i don't know how to do all that stuff i only worked with blender. I'm very disapointed in this source tools things ima figure out something thanks though
VALVe did not disable bone scaling in animations when they made Source. They didn't make it in the first place.
Artfunkel did not disable bone scaling in animations, either, Blender just throws errors when it's told to export a thing into a file, when said file doesn't support said thing. (Specifically export bone scale animation into SMD/DMX, which doesn't support bone scaling, because VALVe didn't make that when they made the Source engine nor its formats.) At least in this case.
The fact that bone scaling is not in Source should be enough to make you understand why you can't export bone scaling in animations for Source.
No, they didn't assume people didn't use scale, they knew they themselves would not use scale, and if they would not use it, then programming it in is only a waste of time and resources and money, especially considering people who would find a use for bone scaling could easily find work-arounds (such as using multiple bones to stretch out a body part).
Or if you mean about why Artfunkel didn't program it in for the Blender Source Tools, it's because the SMD/DMX formats themselves don't support bone scaling (thus there's no way to export it, thus there's no way to program how to export it).
The majority of people will either make models for Garry's Mod or Source FilmMaker (where the bones can be scaled individually by a user, and models are also posed without pre-existing sequences most of the time) or as a mod for games (such as a different player model in a game), where they will want to keep it looking a lot the same (with things not growing/shrinking and the animations are often the same) as without mods, only few making actual animations through the Blender Source Tools, and by far fewer wanting to scale bones in animations, and only very few of those few people wouldn't be able to make a work-around for it.
TL;DR: VALVe did not make bone scaling for animations in Source. Nothing can be done about that, no matter how much you want it.
Because of that, the Blender Source Tools do not and can not support bone scaling either, and there is nothing that can be done about that, besides trying to work around it with other methods.
What do you mean stretch out body part using mutliple bones that doesn't record based on time like keyframes that's just the same as just scaling an area of the model which doesn't record its either on or off here's an example in what should occur in the model viewer imagine this cube as the custom character basically this needs to be shown in the model viewer not just the location and rotation https://gyazo.com/55005eccecbb0ed05ba78469c1cf569d based on what you guys have said so far i come to conclusion it's not possible and the gif example i showed is alot easier then doing all that flex driver qc nerd stuff just to add scale keyframes/animation also does editing the source of smd tools help maybe re write it to support scale i know a friend that does python maybe can figure it out or there's an easier way?
Feel free to try yourself or get a friend to try, just be aware that the SMD and DMX formats themselves still don't support bone scaling (and that's how VALVe made the formats, which noone can change), so there is nowhere to write the scale of bones to in the files, meaning it's objectively-speaking impossible.
As you would have to edit the taunt animations in the first place anyway, you could simply move the weapon entirely off-screen (like thousands of units below the ground or something).
as i said your methods that you are saying are Either on or off (Boolean Expression) not recorded based on time which is what i need could you show me a gif so i can understand what your trying to say
same thing (Boolean Expression) not recorded based on time since i need the sword to appear back on the last frame this is off topic but weight painting is horrible if i were you i would stop that it's more time consuming and gets annoying with the types of brushes and things it's just messy use the weight sliders it changes it in real time and you can set weights with just sliding as you can see here http://puu.sh/t0tuV/f65debe831.png