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Noodle 7 Apr, 2020 @ 12:27pm
Broken left hand in animations, checkerboard hands on export and compile.
So I have an issue with exporting some animations to CS:S with the tools.

Essentially I need help getting my animations to run properly and set up VMT's for hand textures and materials (I used Hyper's handrig).

The problem I am facing is when I load up the game, the left hand is completely broken with stretched fingers on export (might have to do with a child constraint to weapon) not sure. The right hand parented to the weapon does not have this issue at all (it looks fine in game.)

1. I exported Collection 1 as Reference (with "reference2" anim track selected) smd.
2. Then exported each individual animation into an smd
3. Typed out the QC and everything looks fine, but again, the hand is wrong, and it seems
4. Source isn't locating the VMT's for the handrig even though it's proper file location in the QC file.

I got this error when exporting reference.smd (could be the issue but no idea how to fix it)


Blender Source Tools: exporting Collection 1
- Baking...
ERROR: Skipping vertex animations on Group "Collection 1", which could not be merged into a single DMX object due to its envelope. To fix this, either ensure that the entire Group has the same bone parent or remove all envelopes.
- Skipping 4 non-deforming bones
- C:\Users\XXXX\Desktop\Desktop\Hyper Anim Tutorial\Export SMD\Shorty_v1_WIP\Collection 1.smd
- Exported 58 bones
- Exported 1 frames
- Exported 8326 polys
- Exported 2 materials
v_hands
t_phoenix
- Exported 2217 polys
- Exported 3 materials
v_hands
t_phoenix
shorty
- SMD export took 1.0331754684448242


If anyone can help look at my blend file and correct any kinks or walk me through some steps to fix the issues it would be greatly appreciated.

Here is my blend file (still working on some animations, so reload_end is wip.)

https://pasteall.org/blend/32e3d065d01345be8a398f3ca36a306b
Last edited by Noodle; 7 Apr, 2020 @ 12:56pm
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Artfunkel 10 Apr, 2020 @ 6:50am 
I didn't see the error you mentioned when exporting Collection 1, but I did see this:

Warning: 220 verts on "broke's css" have over 3 weight links. Source does not support this!

That would explain why the animations look different.

I'm having a hard time unpicking the arrangement of objects in the file. There are some meshes that I can't make visible in the 3D view, even though they are visible and their collection is enabled.
Noodle 10 Apr, 2020 @ 9:00am 
I'm not entirely sure, but that error, I did not find. I guess to repro the issue I was having was particularly using reference2, draw4, shoot2, idle, and reload (wip). I think knowing the weight links and source not supporting that helps, but I wonder why the rig has too many when it was orginally made as a source rig. I appreciate the response.
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Date Posted: 7 Apr, 2020 @ 12:27pm
Posts: 2