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ficool2 15 Jun, 2018 @ 1:59pm
Change order of bones in SMD?
Title. I need the order of bones changed, because of how the merging of bones works in TF2 for festives (both models need to have the same matching bone order) Manually changing it cannot be done, because then the vertex groups get messed up. Any idea on how I can do this?
Originally posted by Zappy:
Originally posted by ficool2:
- (both models need to have the same matching bone order) -
This would be a first for the Source engine as far as I'm aware. Are you completely certain that that's true? I don't have a Festive Team Fortress 2 weapon, so I can't really test it myself.

Either way... Depending on how the model is supposed to work and how various QC commands actually work, it might be a valid option to use $DefineBone to define all bones before any SMD/DMX references in the QC file, and/or to have a "special" bone-only SMD/DMX (like an idle sequence/animation file) which is loaded before any other SMDs/DMXes, with the wanted bone order, like this:
$Body "BoneOrderThing" "BonesInOrder.dmx" $Body "FestiveLights" "Model.dmx"
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A moderator of this forum has indicated that this post answers the original topic.
Zappy 15 Jun, 2018 @ 2:51pm 
Originally posted by ficool2:
- (both models need to have the same matching bone order) -
This would be a first for the Source engine as far as I'm aware. Are you completely certain that that's true? I don't have a Festive Team Fortress 2 weapon, so I can't really test it myself.

Either way... Depending on how the model is supposed to work and how various QC commands actually work, it might be a valid option to use $DefineBone to define all bones before any SMD/DMX references in the QC file, and/or to have a "special" bone-only SMD/DMX (like an idle sequence/animation file) which is loaded before any other SMDs/DMXes, with the wanted bone order, like this:
$Body "BoneOrderThing" "BonesInOrder.dmx" $Body "FestiveLights" "Model.dmx"
ficool2 15 Jun, 2018 @ 2:58pm 
Originally posted by Zappy:
Originally posted by ficool2:
- (both models need to have the same matching bone order) -
This would be a first for the Source engine as far as I'm aware. Are you completely certain that that's true? I don't have a Festive Team Fortress 2 weapon, so I can't really test it myself.

Either way... Depending on how the model is supposed to work and how various QC commands actually work, it might be a valid option to use $DefineBone to define all bones before any SMD/DMX references in the QC file, and/or to have a "special" bone-only SMD/DMX (like an idle sequence/animation file) which is loaded before any other SMDs/DMXes, with the wanted bone order, like this:
$Body "BoneOrderThing" "BonesInOrder.dmx" $Body "FestiveLights" "Model.dmx"

Yes I am completely sure, since unmatching bone orders result in the bones being bonemerged to the wrong bone (they are bonemerged by IDs it seems, and not names).

The $definebone trick worked, thanks a lot. That's exactly what I needed to get the festive v_model/w_model to work together with the Scattergun v_model/w_model.
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Date Posted: 15 Jun, 2018 @ 1:59pm
Posts: 2