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All Discussions > Bug Reports > Topic Details
Improper Import/Export with L4D1 face models
I've been trying to re-UV some L4D1 zombie face models, however I have issues with Source Tools incorrectly exporting their facial flexes, causing noticeable weirdness with their faces.

Here is why I think it is Blender Source Tools:
- The source SMD of the zombie face compiles correctly, without any issues.
- When just importing/exporting the same SMD, the issues reappear on the exported SMD.
Other notes:
- The mesh does not appear to be the issue, as in-editor I make no modifications to it.
- I have been attempting to avoid moving the mesh around the bones to any extent, and have succeeded. However, despite this, there are still facial issues (with some improvement).
- I cannot preview animations in Blender as the bone setup for the facial animations do not include the rest of the skeleton and tend to produce even worse results when loaded.

Images:
Uncompiled (more functional mesh):
https://cdn.discordapp.com/attachments/465606485808775169/467774004288028683/unknown.png
https://cdn.discordapp.com/attachments/465606485808775169/467774082620981258/unknown.png
https://cdn.discordapp.com/attachments/465606485808775169/467774149817794560/unknown.png
Compiled (improper) mesh:
https://cdn.discordapp.com/attachments/465606485808775169/467770302705958912/Desktop_7-14-2018_12-11-56_PM-629.png
https://cdn.discordapp.com/attachments/465606485808775169/467770313036267521/Desktop_7-14-2018_12-11-52_PM-55.png
(slightly older):
https://cdn.discordapp.com/attachments/465606485808775169/467770354681511936/Desktop_7-11-2018_1-55-09_PM-256.png

Download (includes original decomp SMD, latest blend for comparison):
https://drive.google.com/file/d/1RnNeoi7MheRGaOCsxanqVtEhhb7FkQzD/view?usp=sharing
Originally posted by Artfunkel:
Floating-point rounding errors mean that the vertices won't be in exactly the same positions as they were when you imported, even if you didn't move them. I'm all but certain that Studiomdl uses a binary comparison when matching VTA vertices to SMD vertices, so even the smallest of drifts matter.
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Showing 1-3 of 3 comments
Artfunkel 16 Jul, 2018 @ 7:25am 
The blend file you uploaded doesn't contain any flexes. Are you trying to compile meshes exported from Blender and VTAs from another source at the same time? That won't work.
Vitamin Celsius 16 Jul, 2018 @ 4:27pm 
Wait, clarify how that would cause issues.
A moderator of this forum has indicated that this post answers the original topic.
Artfunkel 17 Jul, 2018 @ 6:21am 
Floating-point rounding errors mean that the vertices won't be in exactly the same positions as they were when you imported, even if you didn't move them. I'm all but certain that Studiomdl uses a binary comparison when matching VTA vertices to SMD vertices, so even the smallest of drifts matter.
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Showing 1-3 of 3 comments
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