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SMD Export Error (Scale Animations Only)
Hello guys So i have a custom animation in which a sword grow's small to big before it was just the regular sword no scaling keyframes as soon as i add any type of scale keyframes i get this error when exporting the animation http://puu.sh/sZecw/b21319aefb.png why is this happening only to scale keyframes location and rotation keyframes work fine. Are we only allowed to make animations with location and rotation if so thats kinda pathetic honestly. I hope there's a fix for this if anyone knows please let me know thanks
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Showing 1-13 of 13 comments
Zappy Dec 23, 2016 @ 4:18pm 
The Source engine itself (and the SMD animation format, and probably the official DMX animation formats too) doesn't support bone scaling in animations. There's nothing that can be done about that.
Last edited by Zappy; Dec 24, 2016 @ 12:04am
You serious? That's pathetic honestly they should fix that scaling is really important in animation field you sure there's nothing in blender for me to do to fix this? the animation plays fine but i think there's something extra i need to do i can't figure it out atm
xdshot Dec 23, 2016 @ 9:01pm 
The Source Engine itself doesn't support bone scaling in animations. What exactly you're misunderstanding?

You might try using flex animation if you can figure it though...
Originally posted by xDShot™:
The Source Engine itself doesn't support bone scaling in animations. What exactly you're misunderstanding?

You might try using flex animation if you can figure it though...
Why is it like that is my question? as i said scaling is really useful in animation it's really used alot i mean why would they disable this i look at this like a bug tbh? With all that being said what else can i do to make scaling animations work for source engine/TF2
Zappy Dec 24, 2016 @ 12:15am 
Originally posted by {GPG} Waka Flocka Flame:
You serious? -
Yes. The Source engine doesn't support scaling in animations. (It does however support scaling, even scaling individual bones in some cases, through coding... but this is stuff to be hard-coded into the game itself, not into the animations. See Team Fortress 2's mini spell and re-size plugins for servers. I'm not sure about this stuff outside Team Fortress 2, though, and again, this is nothing you can mess with as an animator.)

Originally posted by {GPG} Waka Flocka Flame:
- the animation plays fine -
That's because Blender supports bone scaling in animations (unlike Source and its formats).

Originally posted by {GPG} Waka Flocka Flame:
Why is it like [whether Source supports scaling] is my question? -
It's not, we only explained that to help you understand why it doesn't work, rather than just saying "it doesn't work".

Originally posted by {GPG} Waka Flocka Flame:
- as i said scaling is really useful in animation it's really used alot i mean why would they disable this i look at this like a bug tbh? -
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".

Originally posted by {GPG} Waka Flocka Flame:
- With all that being said what else can i do to make scaling animations work for source engine/TF2
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.


TL;DR: You have to work around the lack of bone scaling, as there's nothing you can do to get bone scaling to work in animations.
Last edited by Zappy; Dec 24, 2016 @ 12:16am
Originally posted by Zappy:
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
Last edited by {GPG} Waka Flocka Flame; Dec 24, 2016 @ 12:38am
Zappy Dec 24, 2016 @ 12:40am 
Originally posted by {GPG} Waka Flocka Flame:
- I'm very disapointed in this source tools things -
By "Source Tools things", do you mean the Blender Source Tools or the Source engine?
Blender source tools Blender works fine with the scale animation why did they disable it i didn't get a valid answer you just said it wasn't programmed that way. Well why would they program only location and rotation and not scale did they just assume people didn't use scale i mean i'm pretty sure alot of people here wants their animation to have some kind of scaling. I come to this conclusion i'm gonna have to go through that boneflexdriver stuff anyone here know how to do that stuff please walk me througgh i'd appreciate that or add me so we can chat thanks.
Zappy Dec 24, 2016 @ 3:44pm 
Originally posted by {GPG} Waka Flocka Flame:
Blender source tools -
Again, the Source engine itself doesn't support bone scaling in animations, and as a result, you can't use bone scaling in animations in Source, which is NOT due to errors in the Blender Source Tools, but due to missing features in the Source engine itself.


Originally posted by {GPG} Waka Flocka Flame:
- Blender works fine with the scale animation why did they disable it -
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.


Originally posted by {GPG} Waka Flocka Flame:
- i didn't get a valid answer you just said it wasn't programmed that way. -
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.


Originally posted by {GPG} Waka Flocka Flame:
- Well why would they program only location and rotation and not scale did they just assume people didn't use scale -
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).


Originally posted by {GPG} Waka Flocka Flame:
- i mean i'm pretty sure alot of people here wants their animation to have some kind of scaling. -
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.
Last edited by Zappy; Dec 24, 2016 @ 3:45pm
Originally posted by Zappy:
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).

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?
This is serious because the sword will go through most tf2 taunts i need to make it invisble my original plan was to scale the sword to 0 on all taunts but according to you guys smd tools doesn't support scaling (That's bullshit) could someone please walk me through on how i can get the sword to be invisible for all tf2 taunt animations scaling is the only method i can think of atm
Zappy Dec 25, 2016 @ 12:17am 
Originally posted by {GPG} Waka Flocka Flame:
What do you mean stretch out body part using mutliple bones -
In the example of the cube you posted, instead of having a single bone in the center of the cube that you scale, you could have a bone at every corner of the cube, which you can then move away from each other, so it would look like it grows. Of course, with high-poly models, this isn't really practical to do for every vertice, so for something like a sword, you could have a bone for the bottom of the handle, two or three bones for the sides of the handle, and a last bone at the tip of the blade, which you then weight-paint to look okay when you pull the bones close together.


Originally posted by {GPG} Waka Flocka Flame:
- also does editing the source of smd tools help maybe re write it to support scale -
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.


Originally posted by {GPG} Waka Flocka Flame:
could someone please walk me through on how i can get the sword to be invisible for all tf2 taunt animations
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).
Last edited by Zappy; Dec 25, 2016 @ 12:18am


Originally posted by Zappy:
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

Originally posted by Zappy:
so for something like a sword, you could have a bone for the bottom of the handle, two or three bones for the sides of the handle, and a last bone at the tip of the blade, which you then weight-paint to look okay when you pull the bones close together.

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
Last edited by {GPG} Waka Flocka Flame; Dec 25, 2016 @ 1:01am
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Date Posted: Dec 23, 2016 @ 4:14pm
Posts: 13