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1. I am using Jed's Model viewer to decompile, which works fine and is GREAT for re-texturing.
2. I then use the Blender Source Tools and import the reference or template SMDs into Blender (ex: Barney-X_Template_Biped1.smd, python_gun.smd, python_hands.smd)
3. I edit the mesh until it fits my fancy and DO NOT touch any of the bones or edit their names.
4. When finished, I export the SMD to its proper folder.
5. I drag the SMD and drop it on the S2GS Converter - it crashes immediately with no error message. (BUT, I'll admit that this hasn't had any adverse effect on the world models)
6. I drag the QC onto the GUIStudioMDL and the compile fails - it usually gives me errors like: "Unknown bonecontroller link Bip01 head" and, if I edit the QC with Notepad++ and take it out, it usually lists some other bone or "bbox" that it cannot find.
Things to take note of:
1. When I decompile and attempt to recompile the QC of a model that I have not edited nor imported into Blender - it compiles without a hitch.
Conversely:
2. If I so much as import an NPC reference SMD or Viewmodel reference SMD (Or anything with more than one bone or animation) into Blender (I don't even have to touch any part of it) and export it and drag it onto the S2GS Converter and attempt to compile its QC with GUIStudioMDL - it will still have compile issues.
AND:
3. If I import the entire QC (All reference models and anims at the same time) into Blender, I noticed 2 things. ONE: The rig's origin in in a different spot than it would be if I opened up the SMDs separately, and TWO: I the meshes disappear when I attempt to edit them...