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Delta May 28, 2021 @ 6:01pm
Mantain location, rotation and scale when exporting to DMX?
Im trying to export some objects from blender that are correct in blender but when exported to dmx (model 9, binary 22), importing them into the HL:A modeldoc, the objects location, rotation, and scale are all reset (everything at 0,0)

Edit: The main reason I'm using DMX is to get the vertex colors of objects to work in Source 2 (VertexPaintBlendParams$0)

fbx maintains the VC names but is reset upon import into Source 2
Last edited by Delta; May 28, 2021 @ 6:16pm
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Showing 1-11 of 11 comments
Pte Jack May 28, 2021 @ 6:58pm 
Are you applying the transforms before exporting?
Delta May 28, 2021 @ 7:35pm 
Originally posted by Pte Jack:
Are you applying the transforms before exporting?
Yes, ive tried with and without applying transforms
Pte Jack May 29, 2021 @ 1:37pm 
Sorry Delta, I'm still working with Source and GoldSrc models, I haven't stepped into the realm of Source2 yet but that was all I could think of coming out of Blender. Are there option in the importer for the modeldoc files or maybe in the FBX exporter? The Blender FBX exporter is pretty limited but there is a"Commerical" importer/exporter for blender on Gumroad that has been enhanced and supposedly works much better.
Last edited by Pte Jack; May 29, 2021 @ 1:39pm
Delta May 29, 2021 @ 1:59pm 
Originally posted by Pte Jack:
Sorry Delta, I'm still working with Source and GoldSrc models, I haven't stepped into the realm of Source2 yet but that was all I could think of coming out of Blender. Are there option in the importer for the modeldoc files or maybe in the FBX exporter? The Blender FBX exporter is pretty limited but there is a"Commerical" importer/exporter for blender on Gumroad that has been enhanced and supposedly works much better.
FBX works fine, but it doesnt allow vertex color on objects to work in S2
Pte Jack May 29, 2021 @ 2:17pm 
Yeah, sorry, I did read that in your post, it just went bloop when I was replying from memory and that better FBX importer/Export was on Blender market not Gumroad.

But, looking through the features of the exporter I mentioned I see this in the features but I'm not sure if this is what you want...

Supports multiple vertex color sets.

It's $25 bucks but if it supports what you need and you're going to be doing this over time, it might be a good investment. (Personally I'm not at that level yet and I have Akeystu 2020 if I want to get into FBX animations.)

Link is here if you want to check it out:

https://blendermarket.com/products/better-fbx-importer--exporter
Rectus May 30, 2021 @ 9:56am 
Not sure if a better FBX exporter would help with the vertex colors. Valves FBX workflow seems to be using a lot of propietary parameters, and it's possible any specific vertex color channels are exported as some custom per-vertex attribute. The Source 2 FBX importer reads the first vertex color channel as color$0, and I don't think it does anything to any additional ones.

I could be wrong though, Valves Maya exporter has never been released publicly, and I've never seen any FBX files using any custom attributes or vertex colors made by it in the wild.

Also, I think BST exporting objects with the transforms reset is an intentional design choise.
Rectus May 30, 2021 @ 10:08am 
As a solution to exporting as FBX, you can rename per-vertex attributes in ModelDoc by adding a RenameStream node to the mesh. So you could try exporting to FBX with vertex colors, and use a RenameStream node to rename color$0 to VertexPaintBlendParams$0.

Selecting the mesh from the outliner in ModelDoc lets you preview all the streams in it using the magnifying lens icon in the preview window, so you can check if an what everything gets exported as.
Delta May 30, 2021 @ 10:21am 
Originally posted by Rectus:
As a solution to exporting as FBX, you can rename per-vertex attributes in ModelDoc by adding a RenameStream node to the mesh. So you could try exporting to FBX with vertex colors, and use a RenameStream node to rename color$0 to VertexPaintBlendParams$0.

Selecting the mesh from the outliner in ModelDoc lets you preview all the streams in it using the magnifying lens icon in the preview window, so you can check if an what everything gets exported as.
I didn't know that was possible, I will try that one out
Delta May 30, 2021 @ 4:57pm 
Originally posted by Rectus:
As a solution to exporting as FBX, you can rename per-vertex attributes in ModelDoc by adding a RenameStream node to the mesh. So you could try exporting to FBX with vertex colors, and use a RenameStream node to rename color$0 to VertexPaintBlendParams$0.

Selecting the mesh from the outliner in ModelDoc lets you preview all the streams in it using the magnifying lens icon in the preview window, so you can check if an what everything gets exported as.
That seems to of worked, thanks for telling me about that, wouldn't of figured that out by myself
Pte Jack May 30, 2021 @ 5:06pm 
Glad you got it sorted out Delta.
Do you know of any good guides for working with Source2 models?
Delta May 30, 2021 @ 5:10pm 
Originally posted by Pte Jack:
Glad you got it sorted out Delta.
Do you know of any good guides for working with Source2 models?
Not necessarily, im sure there are lots out there though, i mainly learned by using it
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