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All Discussions > Help > Topic Details
McGribbles 20 Aug, 2016 @ 9:26pm
Is the bone influence per vertex limit different between SMD and DMX?
Is the bone influence limit per vertex different between SMD and the DMX file formats? I know when you have it to export as DMX, a warning will pop up if it has more than 3 influences. But when exporting as SMD, it doesn't have this warning. Is the bone limit higher for SMD or are they still the same?
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Showing 1-5 of 5 comments
Zappy 20 Aug, 2016 @ 11:37pm 
Technically, the SMD and DMX formats are unlimited in this regard.
But when compiled into an MDL, it's limited to 128 or 256 in SMD (due to Source MDLs only supporting 128 or 256 bones) and 3 in DMX (or 4 in Source 2).
McGribbles 21 Aug, 2016 @ 12:11am 
Originally posted by Zappy:
Technically, the SMD and DMX formats are unlimited in this regard.
But when compiled into an MDL, it's limited to 128 or 256 in SMD (due to Source MDLs only supporting 128 or 256 bones) and 3 in DMX (or 4 in Source 2).
well i seem to be having a problem with one of my models then. when i test the rig posing in blender, the model seems fine. but when i use crowbar to compile the smd to sfm, the posing is a lot different and uglier, and also looks similar to the rig if i use the "limit total" option in blender to 3 bones per vertex. is this a bug or still working as it should?
Zappy 21 Aug, 2016 @ 12:14am 
It's probably working as it should. From what I can see, Blender's posing is weird, with a cylinder with the top having a weight of 1, bottom 0, and middle 0.5, in most cases, twisting it 180 degrees should make the middle sort of collapse into itself (which it would do in Source), but in Blender, it just only gets affected 50%, as in being turned 90 degrees instead of being halfway between 0 and 180 degrees (which would be collapsed into itself).
McGribbles 21 Aug, 2016 @ 12:20am 
Originally posted by Zappy:
It's probably working as it should. From what I can see, Blender's posing is weird, with a cylinder with the top having a weight of 1, bottom 0, and middle 0.5, in most cases, twisting it 180 degrees should make the middle sort of collapse into itself (which it would do in Source), but in Blender, it just only gets affected 50%, as in being turned 90 degrees instead of being halfway between 0 and 180 degrees (which would be collapsed into itself).
well all right, thanks for the help. but is there any way to have the posing in blender to be more accurately like source? it gets kind of tiresome to having to constantly recompile the model and restart sfm to see if changes were made correctly.
Zappy 21 Aug, 2016 @ 12:20am 
There probably is, but not that I know of. (I don't use Blender much.)
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All Discussions > Help > Topic Details
Date Posted: 20 Aug, 2016 @ 9:26pm
Posts: 5