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Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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November 8, 2013
Showing 1-6 of 6 entries
10
How to export armature changes (blender to SFM) ??
Originally posted by Pte Jack:
I'm thinking that you might be right about the orientation of the edited bones.

looking at the GIF I'm going to assume, that the first model in the gif is the original that you decompiled before making the bone changes because it looks nothing like what you got back from the decompile of the changed model you had in Blender and the jiggles look correct (for SFM)?

And the one in the last picture is your the import of decompile after the compile with the changes you made?

Did you reuse the QC from the original decompile and just change the jiggle information?

Also, when you imported the first SMD (step 2), did you have import animations checked on in Blender Source Tools and did it bring in a ref or idle animation? You need to edit from a clean model, no animations.

Between step 3 and 4, I (personally) would select everything (including the armature) in object mode and apply all transforms. (Just in case).

I managed to make some progress, i start answering your questions first:
Yes, the video is the model with added jiggle bones in QC and no blender work
Yes, the last picture is the recompiled model that i edited in blender and then decompiled and reimported in blender
^ I suspect it draws the bone info from the ragdoll.smd, which i never edit or replace

Today I managed to make some progress:
https://www.youtube.com/watch?v=0rhtZmNxe9w

Finally, it saved my changes ...its not perfect and still needs work but I think im getting there. I will elaborate more now

1. I opened the .smd file in blender
2. Rotated the bones 90*
3. In object mode I selected the mesh and skeleton and did "apply all transforms"
4. In pose mode selected all bones, pressed i, created keyframe with location,rotation,scale
5. Exported all
5a. Model comes out broken in SFM
6. I deleted all $definebones in QC file
6a. Model comes out broken in SFM
7. In QC i replaced the $sequence "nepgear_anims\ragdoll.smd" with $sequence "nepgear_anims\Nepgear_skeletonAction.smd" (this is what blender exports)
8. Model finally works in SFM but some bones still behave unnatural as you can see in the video

NOT ALL BONES tho, the yellow scarf and front hair move as expected
The side hair, back hair and skirt still move bad and the same direction as movement
I highly think its not enough to rotate the bone, i think its useless anyway.
I need to change the AXES of the bone

This is a pic of the AXES of bones, the one in the selection box is the front hair that works properly
https://sta.sh/0t5zgaejab7

This is a side pic of the yellow scarf
https://sta.sh/021mimfs1158

This is a side pic of the back hair
https://sta.sh/0jb7cdtwpug

Front hair and scarf bone AXES point front and down
The back hair bone AXES point back and up
The other bones in side hair, skirt point in all manner of random direction

Is there a quick way to select the bones and set their AXES to match scarf (front and down)

IMPORTANT NOTE : Please understand that this is my first time using blender
Initially I thought this would be an easy job to add jiggle bones in the QC file as seen in a 2011 tutorial. But since they didnt move naturally I decided to dig a little more and see if I could fix it. I got overwhelmed and now paying the price.

I dont know keyboard shortcuts, what buttons do what and why or how to check if blender source tools imports animation (when you asked me). I hope you understand.


Showing 1-6 of 6 entries