STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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Devo 26 Dec, 2023 @ 5:24am
Feature request: DMX animated position
Hello,
I'm super interested in exporting animated models from SFM to Blender, but the positioning is always at 0 instead of walking around as it was animated in SFM. Is there a workaround or could that be implemented?
A hint in where to look at would also help to create an own PR for this issue,
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Zappy 26 Dec, 2023 @ 2:12pm 
Originally posted by Devostated.:
Hello, I'm super interested in exporting animated models from SFM to Blender, but the positioning is always at 0 instead of walking around as it was animated in SFM. -
In Source Filmmaker, every model is given an extra "root bone" called "rootTransform". The Blender equivalent would be the armature object's position.

If you want to make a "quick and dirty" workaround, you could either...
- In Blender, add a new bone at 0,0,0 called "rootTransform" and parent the pelvis/other root bone to it before importing the animation, or...
- In Source Filmmaker, lock the pelvis/other root bone, use the procedural "Playhead" preset on the "rootTransform" bone to "transfer" its animation to the pelvis/other root bone (because that it's locked and won't be affected by the "rootTransform"'s motion being deleted), then unlock the pelvis/other root bone before exporting the animation.
Devo 7 Jan, 2024 @ 6:41am 
Hey it seems to to not work that easily. Probably cause I'm using CS2 demos in S2FM. While writing this I exported DMX as ASCII and there seem to be no rootTransform keyframes.
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