#blender freezes when trying to export to smd
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Are your expressions made via textures or shape keys?
uhh, i'm not sure, i believe textures though
it's the BZ protogen kit by triwave, the facial expressions are normally blue but i changed the colour through substance painter
it didn't have the seperate expressions to edit though
very carefully, I would think
Best shot would be making the faces a "sticker" overlay on top of the visor. Source really hates it when you put several translucent elements on top of one another
Could also invert the normals of the mask so they draw inwards, also an option I've seen done on several PAC3 designs
oh. and watch your polycount. try to keep it under 32k triangles
the compiler might crash if you try to overload it - there's no set limit
OOOHHHH that's probably why its been unable to export to .smd
its been able to export to DMX but not smd, i've been asking everywhere for help but no answers yet xD
well, im at 36k with the BARE MINIMUM enabled, uhhhhhhhhhhhh
found out what decimation is, got it under 32k polygons but now its frozen again, slightly further through the process ;-;
Oh, yeah smd files (probably) don’t save vta vertex animation, but DMX embeds it.
It’s handled differently in the .qc because smd is a really old format
i see, in the output folder it gets to a certain part of the export, it seems to export the .smd but gets stuck on the .vta, are there more maximums like the 32k triangle limit?
here's what it's looking like right now
nevermind, i decimated most of the model to use barely anything and its still freezing, in fact it did worse than last time
@lapis geyser sorry for repinging, you just seem to be experienced in the topic 😭
blender freezes when trying to export to smd
Afaik there’s no maximum for the Blender exporting plugin. It’s just the compiler (studiomdl) that will probably overflow memory or something
You should really export to dmx if you aren’t doing so
Not sure if it’s compatible with proportion trick scripts, though I’d imagine that’s some in-blender thing I don’t know about
the tutorial states it needs to be .smd for the proportion trick scripts but idk
The armature/skeleton needs to be an smd.
You can export the mesh as dmx, probably
.qc will gladly accept both
i figured it out after much trial and error, by triangulating the meshes, removing a bunch of unused stuff and getting rid of all of the collections
i've now made it to proportion trick but the L hand bone is ust bluck
Source engine tools should apply the triangulation modifier on export, that’s strange
they kinda don't
They always did on my end
oh hm, maybe it's actually applying a modifier instead of doing triangluation op
Try exporting a quad topology mesh and import it back, you will see what I’m saying