Model Compiling Dilema (Sorry!) Created 9 years ago2015-03-31 02:19:57 UTC by Half-Rats Half-Rats

Created 9 years ago2015-03-31 02:19:57 UTC by Half-Rats Half-Rats

Posted 9 years ago2015-03-31 02:19:57 UTC Post #325142
Sorry for the incessant problems...Things were running very smoothly up until now...

Alright, so I edited Barney's mesh. I used the "BARNEY-X_Template_Biped1.smd"
I didn't delete a SINGLE vertice during my head reconstruction - I merely moved things around. When I compiled - the QC gave me a horrible error which read thus: "unknown bonecontroller link Bip01 Head".

Now, in the source QC - it lists three separate heads of the exact same name, but each in different coordinates. In Blender (Which I am using) there are only two "Bip01 Head" bones, but near the mouth, there are two other bones named "bone05"...I can supply further info upon request. Thank you! So close to finishing up everything.
Posted 9 years ago2015-03-31 02:41:25 UTC Post #325143
What bones are in the mesh file you modified?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 02:56:47 UTC Post #325146
SOURCE Qc:

// 1 attachment(s)
$attachment 0 "Bip01 R Hand" 15.000000 3.500000 5.000000

// 2 bone controller(s)
$controller 0 "Bip01 Head" XR -60.000000 60.000000
$controller 4 "Bone05" ZR 0.000000 45.000000

// 21 hit box(es)
$hbox 3 "Bip01 Pelvis" -9.890000 -5.660000 -8.600000 2.940000 6.520000 6.790000
$hbox 6 "Bip01 L Leg" 0.000000 -5.920000 -4.000000 19.370001 3.780000 3.730000
$hbox 6 "Bip01 L Leg1" 0.000000 -5.690000 -3.620000 18.830000 3.070000 2.940000
$hbox 6 "Bip01 L Foot" 0.000000 -2.990000 -4.040000 6.420000 8.680000 1.610000
$hbox 7 "Bip01 R Leg" 0.000000 -5.930000 -3.870000 19.270000 3.750000 3.790000
$hbox 7 "Bip01 R Leg1" -0.330000 -5.730000 -2.980000 18.950001 2.960000 3.190000
$hbox 7 "Bip01 R Foot" 0.000000 -3.240000 -2.320000 6.210000 8.440000 3.280000
$hbox 3 "Bip01 Spine" 0.000000 -4.890000 -6.970000 8.370000 8.000000 6.730000
$hbox 2 "Bip01 Spine2" 0.000000 -3.460000 -8.320000 6.110000 8.000000 7.530000
$hbox 2 "Bip01 Spine3" -1.000000 -5.990000 -8.220000 5.960000 8.000000 8.480000
$hbox 4 "Bip01 L Arm" -0.400000 -4.180000 0.000000 7.200000 4.750000 4.200000
$hbox 4 "Bip01 L Arm1" -2.520000 -4.570000 -3.920000 9.860000 2.280000 3.430000
$hbox 4 "Bip01 L Arm2" 0.000000 -2.850000 -2.080000 11.900000 2.850000 2.750000
$hbox 4 "Bip01 L Hand" 0.000000 -1.320000 -2.290000 4.660000 2.600000 1.650000
$hbox 5 "Bip01 R Arm" 0.000000 -4.150000 -4.190000 7.530000 4.120000 4.240000
$hbox 5 "Bip01 R Arm1" -2.690000 -4.650000 -3.420000 9.470000 2.280000 3.760000
$hbox 5 "Bip01 R Arm2" 0.000000 -2.730000 -2.560000 11.000000 3.140000 2.190000
$hbox 5 "Bip01 R Hand" 0.000000 -1.320000 -2.910000 10.380000 3.230000 4.000000
$hbox 1 "Bip01 Head" -0.660000 2.250000 -4.240000 6.000000 7.970000 3.630000
$hbox 10 "Bip01 Head" -0.660000 -4.250000 -5.240000 6.000000 2.250000 4.630000
$hbox 10 "Bip01 Head" 6.000000 -4.250000 -5.240000 11.190000 7.970000 4.630000
Posted 9 years ago2015-03-31 04:32:10 UTC Post #325147
The SMD files, after I export them appear to be missing the skeleton section! Perhaps the assigning of vertices got messed up? I think I might have to re-do it....Ugh....How do you assign vertices to bones in Blender?
Posted 9 years ago2015-03-31 12:12:03 UTC Post #325154
Select the mesh, then hold SHIFT and select the skeleton. With both selected, press CTRL-P and select automatic weights.

Try moving the bones around in pose mode to check the parent relationship. If it's not working the way you want, you'll have to edit the bone weights. While you're still in pose mode, select the bone whose child relationship you want to modify. Select the mesh, then enter weight paint mode. You should see different colors along the mesh from RED to BLUE. Weights are stored per vertex, so you're pretty much assigning each vertex a parent bone.
BLUE has a 'move with' scale of 0 in relation to the selected bone. (Not parented)
RED has a 'move with' scale of 1 in relation to the selected bone. (Fully Parented)

The toolbar to the right holds the option for weight painting.
You want to use the add tool to increase the relationship, and you want to use subtract decrease the relationship.

Google for BLENDER WEIGHT PAINTING for more information.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 16:46:38 UTC Post #325159
Everything appears to have a proper relationship and corresponds to it's vertext group...I'm at a loss of what to do. Seems like anything with more than one bone or animation just does not compile right. Source to Goldsource converter always crashes, but that seems to not matter since the other meshes I made worked just fine. I'm also getting "cannot find bone Bip01 L Arm2 for bbox" when I work with the Viewmodels....I guess it can't handle things being moved around or vertices being deleted.
Posted 9 years ago2015-03-31 19:27:56 UTC Post #325162
Opened the bastard up in milkshape and everything is properly assigned. Everything checks out, it's all there. Really starting to get pissed.
Posted 9 years ago2015-03-31 19:30:01 UTC Post #325163
I have also been having issues with getting animations working properly when exported from blender.
It seems that only the root bone moves.
My milkshape demo ran out and i'm not paying for that.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-31 19:35:01 UTC Post #325164
Yeah, I thought Blender was a rough one to work with - then I loaded up milkshape...god...ugh. Well, what do you propose we do? It's very hard to find resources for this sort of thing.

Basically, all I did was decompile barney.mdl, turned his helmet into a hat by moving a few vertices around (They are all still there and assigned to bip01 head) and pushed his vest's shoulder straps down. Then I exported the scene with the source tools for blender. Went to compile it, and it gave me that stupid error. At least this time around I still have all of my bones listed in the .smd....
Posted 9 years ago2015-03-31 23:11:18 UTC Post #325170
Update! Even if I don't touch or move anything it still gives me bone errors.

Has anyone here edited character models and view models before?
Posted 9 years ago2015-04-01 11:19:33 UTC Post #325173
Blender is fantastic to work with, I have always just had issues exporting animations.
I know that you need to convert the Blender-Exported SMD into a Goldsource SMD because they're different formats.

Let's try to start from the beginning...
What happens if you decompile, then re-compile? Does it work without modification?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 12:49:37 UTC Post #325180
What decompiler are you using?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-04-01 18:34:42 UTC Post #325185
JHLMV.
Posted 9 years ago2015-04-01 18:36:52 UTC Post #325186
And yes, it works without modification. So I thought the problem was in the Blender tools.
Posted 9 years ago2015-04-01 18:58:25 UTC Post #325187
Did you grab the Source - Goldsource SMD converter i mentioned HERE?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-01 20:16:59 UTC Post #325188
Yes - but it likes to crashy-crash. I followed your tutorial almost to the letter and it definitely helped out with items and world models.
Posted 9 years ago2015-04-01 22:41:02 UTC Post #325189
I'm emailing "Jed" himself.
Posted 9 years ago2015-04-03 02:06:15 UTC Post #325194
Posted 9 years ago2015-04-03 02:14:36 UTC Post #325195
haha wow no not that bad.
My models aren't deformed.... the only issue i'm having is a prop model that only animates the root bone..
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-05 09:04:53 UTC Post #325207
The media vanished... Did you solve this?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-05 11:30:47 UTC Post #325208
No.. Haven't had time to experiment.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-05 14:24:44 UTC Post #325209
I said on moddb that it looked like the skeleton had been manipulated. I know this can really screw up models in Milkshape.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-19 03:29:14 UTC Post #325298
I ended up solving this with a new decompiler. Everything's just about squared away with this mod now...except the dreaded level changes. Which don't seem to work after i play the game from the steam screen.
Posted 9 years ago2015-05-17 01:15:17 UTC Post #325554
Using milkshape to decompile is the way to go. Then, I export it from blender after I have made my modifications, load it into 3DSmax 2012, then export it with the toolkit that Jed made for 3DS. Everything goes smoothly.
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