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2013 年 11 月 8 日
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NodeJs 2013 年 11 月 28 日 下午 10:40
Exporting meshes with vertex groups to smd?
I have this weapon that I made for Barathrum in DotA 2.
I already did the vertex groups and weights after I attached the mesh to the proper bone.
Right now is that I get a warning when I export to SMD.
It says that there is an Armature modifier but the model "Cube.001" already has an envelope.
Therefore it ignores it.

Anyone can help me with this? I just want to export the model with the vertex group weights and settings. I can't submit the item when the chains are stiff or frozen.

Pls reply, Thank you.
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目前顯示第 1-15 則留言,共 34
NodeJs 2013 年 11 月 28 日 下午 11:07 
Basically I'm trying to export a mesh with an armature modifier to SMD format but the exporter ignores it because it reasons that my model already has an envelope. So how do I export my mesh? Do I use a different modifier for my vertex groups? Or is there another way? Pls pls reply..
Zappy 2013 年 11 月 28 日 下午 11:23 
Well, as I have no idea of what the problem is (note that I don't know what envelopes and such are), my best idea would be that you'd remove all armature/mesh deformers and all that stuff, and then re-do the weightmapping and such, making sure the bones are all normal bones, and the mesh is "solid" and not "deformable" in any way other than by the standard normal bones. Can't help more than that at all.
NodeJs 2013 年 11 月 28 日 下午 11:39 
引用自 Zappy
Well, as I have no idea of what the problem is (note that I don't know what envelopes and such are), my best idea would be that you'd remove all armature/mesh deformers and all that stuff, and then re-do the weightmapping and such, making sure the bones are all normal bones, and the mesh is "solid" and not "deformable" in any way other than by the standard normal bones. Can't help more than that at all.

Well I cant really simply edit the bones and I don't think the bones are the problem.
This is because the armature file that contains the bones came from the DotA 2 test client.
It is the original skeleton for the weapon.
Therefore I think the bones are fine.

I parented my weapon model to a bone of that armature/skeleton.
Then I added an armature modifier for the vertex groups to work.
Therefore, I get this warning that the armature modifier is ignored because of that reason.


Anyway, I just want to know if there is a way to export a mesh that has been parented to a bone of an armature along with working vertex groups (possibly without using that armature modifier) to SMD format. Thanks for the reply btw.
最後修改者:NodeJs; 2013 年 11 月 28 日 下午 11:40
Zappy 2013 年 11 月 28 日 下午 11:42 
Did you select the mesh in object mode, then the bones, and use Ctrl+P>Armature>Parent to object, or whatever one was supposed to? (As I currently have Blender closed, I can't check to make sure this is correct.)
NodeJs 2013 年 11 月 29 日 上午 12:13 
Yes. I parented the weapon model to the bone.
Btw, I can export the model just fine either by unparenting or removing the armature modifier.
However, I need to have both the model parented as well as having the armature modifier together.
The problem is, the exporter doesn't let me and it ignores the armature modifier.
So I was hoping if there was another way around this.
Perhaps using a different modifier or maybe an alternate way of parenting to the bone.
To avoid the conflict.
Zappy 2013 年 11 月 29 日 上午 12:59 
Random question: Exactly what do you mean with "modifier"?
NodeJs 2013 年 11 月 29 日 上午 1:14 
Armature modifier = Modifier which I used for my model in Blender to make the vertex groups work. I can make the chains of my model move smoothly or animated if someone else might say.

I don't know how to explain it in detail but that "modifier" is needed.
Or I will have frozen and static model.
Now when I try to export the model, the exporter ignores the modifier because I parented the model to a bone of an armature. The modifier happens to be an "armature" type so I think that this is the reason I'm getting a warning that the "armature modifier"(used for my vertex groups) is ignored.
Zappy 2013 年 11 月 29 日 上午 1:19 
Didn't really explain it. Do you mean that the bones are in any way at all deforming the weapon? (This sounds stupid, but I can't explain it.) Blender has a lot of deform thingies that Source doesn't support (latice deformation, for example).
NodeJs 2013 年 11 月 29 日 上午 1:27 
Yes, the bones deform the chains of the weapon. If Source doesnt support it, how can I export the weapon properly? I tried other file formats such as FBX and its terrible to be honest. Even with proper positioning and origin,etc. It still gives wrong and takes hours to fix the position.
I just discovered SMD is way better but now I find that the exporter doesnt have support for deform stuff? Yesterday I wanted to test my FBX file that I exported by importing it. Then I found out the the importer is still new and it couldnt import the FBX file.

Is there any way I can fix this export problem? I just want to my weapon together with the vertex groups information in SMD.
Zappy 2013 年 11 月 29 日 上午 1:29 
For me, deform = any deformation not directly caused by translating/rotating bones, and which can't be wobbly in Blender. I don't mean it can't have bones at all. But try .dmx.
NodeJs 2013 年 11 月 29 日 上午 1:35 
Tried .dmx and got a runtime error. The wiki told me to ignore it. Now the game client crashed when I tried to to import it several times.

Any other options?
Zappy 2013 年 11 月 29 日 上午 1:38 
The runtime error does mean nothing, yes. Did you direct the Engine Path to Dota 2 (if that's what you want it for)'s "bin" folder? (Quite necessary; Team Fortress 2's StudioMDL can for example not read .dmx meshes exported for the FilmMaker's StudioMDL.)
Artfunkel 2013 年 11 月 29 日 上午 5:24 
Remove the bone parent. To make the character hold the weapon all you need is a weapon bone with the same name as a character bone; the parent of the Blender object is irrelevant.

If you're desperate to see the weapon moving correctly in Blender you can always parent the weapon's armature to the character bone. :)

I'd like to fix the game importer crash if I can. Could you send me your DMX and/or blend file(s)?
NodeJs 2013 年 11 月 29 日 上午 7:28 
Actually theres nothing wrong about the character holding the weapon.
I only have a problem when exporting to SMD format.
This is because I'm exporting a weapon model that is parented to a bone of an armature.
At the same time the weapon model is using an armature modifier for the vertex groups.
I believe this causes a conflict when exporting. Btw, how do I send you the blend file?
Artfunkel 2013 年 11 月 29 日 上午 7:57 
If you remove the bone parent the problem will go away.

Zip your blend file and email it to mminqmuf@sharklasers.com (temporary address, obviously).
最後修改者:Artfunkel; 2013 年 11 月 29 日 上午 7:58
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所有討論 > Help > 主題細節
張貼日期: 2013 年 11 月 28 日 下午 10:40
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