#Someone broke my neck :(biggest sad)
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Images and qc files coming in a future update, I didn't realize new people weren't allowed to post those
if anyone here has experience in making playermodels, pls dm me-
I'm a digital artist who's just getting into 3D modeling and I could use some help.
a. Make sure the bones are parented so that they have a tree-like dotted line between all of them.
b. If your player model is stretching, you're probably trying to apply the default player skeleton's animations to a different skeleton. The default animations will not adhere to your new skeleton. To fix this, use the proportion trick, or create new animations from scratch.
hey thanks for getting back so soon-
are the animations just the vertex groups? I ended up turning my skeleton's resting position into an animation in new blender and followed a guide to use the proportion trick in 2.79 blender
when I get image perms I'll show everything to clear the air on this
Animations are the exported .smd files.
In blender, when exporting smd, you’re actually exporting both the mesh & the skeletal animation. Typically smd files don’t even have a mesh on them, but they can.
To export new animations, create a new Action in Blender’s Action Editor (under the Dope Sheet). I recommend switching to the Animation workspace tab up top.
When you refer to vertex groups, all they do is associate a group of vertices to a specific bone by name.
Multiple groups can affect multiple vertices, and have per-group influences on each vertex. (Why they are referred as “weight” groups)
I've tried exporting the animation (the skeletal resting position) and using that but am still having a little trouble
I've posted the current version on the workshop but I'm gonna go into detail abt the problem here:
here's what my model looks like in blender. rigged and weight painted
then in gmod the ragdoll breaks at the neck.
but I can't figure out how to fix that in blender
floofy thing
Thanks for providing the workshop link. Looks like the head bone isn't parented to the final spine bone. Not the problem here.
Gonna take a closer look to confirm
that doesn't look quite right
looks like that's how it's set in-game too
my best guess is just that you have two convex hulls that are weighted to ValveBiped.Bip01_Head1
I wouldn't think that's an issue, but it's possible studiomdl just takes the 1st convex hull it sees and thinks the 2nd is a separate bone? Weird. No idea otherwise.
Also: If you have an armature modifier set on the physics model (or if you have the physics model parented to the armature), remove the modifier or deparent it. That should hopefully fix this issue. At least, that worked for me last time I encountered this.
Confirming, I can see the triangle mesh connected on a dead NPC, while the head block remains disjointed.
The technical explanation is when a ragdoll is created, it loops through all bones in the model and assigns convexes from the .phys file. It might only do one convex per bone, unless the model as marked as $concave
I can't tell what that triangle goes to though, since I don't see it in this screenshot
Also, your player model is going to have a gaping hole people can shoot through their neck, lol.
in the mean time I'm gonna see if I can improve the physics a tad.
It's ok for the hulls to touch. You'd really just need to watch out for cross-tree collision, like between the legs or if you have too many midsections. Limbs are no-collided with their connected neighbors.
....Okay, so maybe that's no longer the case. Oh well.
Exporting without any armature set only just clears all vertex groups and sets them to root now. Dumb plugin.
The more manual workaround would be to just rotate the bones using a duplicate of the skeleton. Not ideal, but eh.
Or create a new physics mesh from the imported smd skeleton. That also works too, apparently.
(technical: blender and source use two different bone axis definitions. it's why importing SMDs have bones lying on their sides.)
Feel free to use it if you wish, or don't. (File> 📎 Append > Objects folder)
Oh, nice. I can just drop in the .phy file from a compiled dummy.
Should work for you then I think. Not sure if the jigglebone was being worked on.
$detailblendmode 5 is pretty cool imo
You do have to underbrighten the texture file for it to work well, but it's nice
Catbox because peacekeeper forbids zip files for some reason.
https://files.catbox.moe/8ebd7z.zip
wow thank you for the help, finally gonna have time to work on this again this weekend but this has been eyeopening for me, fr
thank you for sending those files too-
hoping this will all be easier next time
blendmode 5 makes detail texture glow on top of base, weird decision for character
Much better than the selfillum they shipped with. I think it’s a VRchat thing to just enable your character to be illuminated in all environments regardless of realism
What $halflambert/$albedoboost is meant to do in HL2/TF2 but fails to accommodate here as even those options are not toon enough.
Seems like something you’d tune the light warp texture for but I didn’t want to check/edit that
But why are the edges sharp?
Is this how it's intended?