[QUOTE=GreyGeist;46688466]1: Import a reference valve skeleton.
2: In pose mode, move the bones where you want them to be so that they fit inside the mesh and fit at the proper position. Your mesh shouldn't be bound to this skeleton yet.
3: Duplicate your reference skeleton, and in the duplicate, apply your pose mode transforms.
4: On your original, reference skeleton, keyframe its modified pose as the default and make sure it's set up for export.
5: On your actual meshes, add the mesh modifier for the duplicated skeleton and make sure it's properly rigged.
6: Finally, add these lines to your QC. Make sure you have no other $sequence lines.
$sequence reference "anims/reference.smd" fps 1
$animation a_proportions "anims/proportion.smd" subtract reference 0
$sequence proportions a_proportions predelta autoplay
7: Make sure when you export, your modified skeleton should be exported to "anims/reference.smd" and the original skeleton should be exported to "anims/proportion.smd".[/QUOTE]I took Gmod's player model skeleton, went into pose mode, and moved them into position (without rotating), duplicated it, applied the pose transforms of the dupe, keyframed the modified pose of the original skeleton and named the animation 'proportion', so it's still able to go back to normal Gmod proportions when set to it's rest position, then i assign the duplicated skeleton to my model and made sure it was rigged, and gave the duplicated skeleton an animation called 'reference' and added those lines to the bottom of my QC file
But when i compiled the model, this was the results
[t]http://i.imgur.com/L8KmjVz.jpg[/t]
This is the setup i have in Blender
[t]http://i.imgur.com/GW77KyX.png[/t]
None of the bones in any of my SMDs are rotated, the size, position, rotation, and origin of the mesh and physics mesh are all the same as the skeletons, so i'm not sure what's causing the limbs to be rotated about 90 degrees from where they should be and making the fingers all short and stubby
These are my QC and QCI files
[URL="http://pastebin.com/raw/HQnbxXqf"]masterchief.qc[/URL], [URL="http://pastebin.com/raw/A7HxuyHr"]masterchief_ragdoll.qci[/URL], [URL="http://pastebin.com/hdhJYRV0"]hitboxes.qci[/URL]
As far I understood, you do not really need to use the original skeleton you took for your mess for the reference, you just need any skeleton whose size and position matches with the type of animations you add (male, female or zombie), and to rotate their bones to match your mess rotations too. So I temporaly finished with the rigging and the weights of a small girl character and this was the result:
[IMG]https://i.gyazo.com/ab3c6c990897466cde2ba41cda1e0f24.png[/IMG]
[IMG]https://i.gyazo.com/6655e5b95266d0e6d430e519c24b9720.png[/IMG]
Then I tried to apply this trick, using alyx skeleton as reference (I used a man skeleton at first for my mess), but literally nothing happens and I get same results as before. My current QC:
[CODE]//Model, textures and animations
$modelname "serah/serah_pm.mdl"
$cdmaterials "models/serah"
$includemodel "f_anm.mdl"
//Features
$surfaceprop "flesh"
$mostlyopaque
//Elements to include
$include "qcis/objects.qci"
$include "qcis/jigglebones.qci"
$include "qcis/ragdoll.qci"
$include "qcis/hitboxes.qci"
//CaptainBigButt's proportion trick
$sequence reference "scale/reference" fps 1
$animation a_proportions "scale/proportions" presubtract reference 0
$sequence proportions a_proportions predelta autoplay[/CODE]
The only sequence defined in the qcis is:
[CODE]$sequence ragdoll "ragdoll/ragdoll" ACT_DIERAGDOLL 1 fps 30[/CODE]
The skeleton that goes into your model can largely be anything as long as the generalized rotations match up to your target skeleton (in this case f_anm) and as long as the names and hierarchy are the same as well. This is so it can be bonemerged like it would be without proportions and so it knows how to manipulate bone rotations correctly. Moving the leg forward should move it forward and not backward for instance.
The proportions file is just the modified skeleton exported. You can modify the rotations a tad if you want to push arms outward for dresses and the like, but you shouldn't need to modify anything for your particular model. The reference skeleton is typically the target skeleton (f_anm) with the rotations modified to match the proportions skeleton while leaving the translations alone. For a while I did this bone-by-bone going down the hierarchy until I found a better method that was just a few clicks in 3ds max, though I'm not sure how or if you can do that in blender. Unless someone else knows how, you'll need to go down the hierarchy copying the rotations from the proportions skeleton to the reference skeleton until it lines up.
Honestly I'm not great at explaining things myself, I'm more of a visual person. I finally got a new PC for the first time in about 10 years, but even with a new machine I can't seem to run any streams or recordings without it suddenly dropping below 15 fps and lagging horribly. I'm not sure if you need expensive capture software, additional expensive capture hardware, or if you just need a super computer for it but obviously whatever I tried previously isn't working.
Even after aplying the rotating trick in 3ds max I got the same results ingame. Like if I had done nothing. Pretty sure that the reference skeleton is rotated correctly, using the code I posted before. I noticed that even disabling f_anm the skeleton has exactly the same shape that in the first picture if I use the sequences of the trick, evidentlly without any movement. If both f_anm and sequences are disabled then the body is normal but inanimated as expected. I guess it is a fool mistake but I cant figure that.
The sequence is what makes it work in the first place. Animations in source aren't just rotationally based. A lot of modern engines are built so you can drop the same animations on different bipeds with different proportions but source uses translations as well. If you don't override the default locations then your model will be locked back into the original locations and you'll end up with stretching like you're getting now.
This system was basically fabricated after I had to stretch anime models into taffy and later tried to get their original proportions to work. It took a month or two of experimenting but this eventually worked, despite having minor drawbacks. "Constantly overwriting animations" isn't one of them. The animation file is always loaded, especially since it's not only used on your model, but almost half the other gmod models available anyway. The sequence itself just plays 1 or 2 frames of a subtracted delta sequence which becomes an additive override, pushing the bones into your new desired location which sits neatly on top of any existing animation as opposed to baking out a new animation set for every new model you make.
I edited the post. Ignore what I said first.
Would you mind sending me the source files (smd and qc)?
sending private
Your bones aren't entirely lined up with eachother.
[t]http://i.imgur.com/LLDhl5h.png[/t]
That said, it's miniscule so it's not too big a deal. After a little bit of editing, I got this:
[t]http://i.imgur.com/a9wObpq.png[/t]
Honestly all I did to achieve this was add my ikchains qc and change presubtract (I have absolutely no idea where you even got that from) to subtract.
Lol I supposed it should be a small fix like that. The playermodel is working fine now. Thanks for your help.
Anyway, I found "presubtract" in the Valve wiki:
[URL="https://developer.valvesoftware.com/wiki/$animation"]https://developer.valvesoftware.com/wiki/$animation[/URL]
[URL="https://developer.valvesoftware.com/wiki/$sequence"]https://developer.valvesoftware.com/wiki/$sequence[/URL]
It is supposed to be used with "predelta", when you only have animations with 1 frame.
I've always just used delta and subtract with no issues, though just prior to releasing the v2 QC files I tried messing with predelta to see if it made a difference. It was largely the same, so I honestly just left it there and forgot about it. I never messed with presubtract nor have I heard of the command until now.
Dropbox links have been updated to to compensate for the removal of the public folder system.
This seems to not work with viewmodel hands.
Animations for c_arms are hosted on the weapon while the proportions would be hosted by the hands which then get merged on top of the weapon animations which are unaffected by proportions. Unless you open the view models themselves and use proportions there instead it's not going to work, but doing so could cause another myriad of issues.
[t]https://lh5.googleusercontent.com/F78TYAqJf50uzd2JJoIom8-exHgp1Kl8z_n21RM6iSDcXExnmfMLcT-PXP0KClUVDwGDhQtsfBey2KU=w1920-h974-rw[/t]
It's best to stick to the original squash and stretch modeling to line your c_arms up with the gmod arms including bending the fingers so the pose is the same.
Sorry for intervaning in process, I have a question.
I decided to port mmd 4 'years' ago, searching for information during first 2 years. And 2 month ago, I found proper way to import PMX into 3DS with vertice based flexes:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=618938320"]check image 2 and 3.[/URL]
(bones in this sceeenshots are stock mmd bones, they are not edited ones)
And I used mmd bones, cutting 188 to 124, matched all rotations to citizen(male) and realgined, now in perfect condition. There was only 2 spines so I used dummy end bones to compansate that - The trick that [URL="http://steamcommunity.com/profiles/76561198090856916/"]Karin[/URL] uses, alongside with your a_proportion.
But I don't know what I have to do for ref and proportion animation, so I just exported current bones with HL2 SMD exporter as reference. As a result, Upper and Bellow bodies are merged in gmod, as if a_proportion code I inserted was rendered useless. Frankly, I couldn't understand what I have to do in 3ds even after reading your posts, including this thread..
How do I make ragdoll, proportion, ref smd in this case? I'll upload QC, Screenshots 21 hours later.
You're not supposed to be able to break the hierarchy but you can stick to spine1 and spine2, then hide each in their child bone (ex hide spine inside spine1 and spine4 in the neck). Thus far I've only really used this on carbon miku and phosphorescent rin as well as newer models using bone preservation such as YYB Rin. I've told other people about this but I wasn't expecting Shi to be one to end up using it. Nevertheless make sure you define bones if you use this method or those bones may be collapsed.
In a nutshell to make the proportions file, you export your existing modified skeleton as proportions.smd (the name is arbitrary but that's the name I used in the QC code). You can make use of how this system works later but for now just leave the skeleton be. To generate the reference.smd, start with your target skeleton (likely f_anm). Decompile a model using the skeleton such as one of the default gmod models. Import this skeleton and either use max's animation tab to export / import the [U]rotations only[/U] from the proportions file or go down the hierarchy giving each bone the same rotations as the proportions skeleton has. Export this as your reference smd file. To create a ragdoll mesh you basically just start with your reference model assembled (including the modified skeleton) and start building hulls on top of it. You're limited to about 32 hulls but you shouldn't need even that many. I usually use cylinders for the body and limbs, blocks for the hands and feet, then a sphere for the head. On miku append, moving parts including:
- pelvis
- spine1
- spine2
- arms / hands (6 parts total)
- clavicles (2 parts total, part of arms)
- legs / feet (6 parts total)
- head
- twintails (6 parts each, 12 total).
This means 30 parts move in total and the hair is actually almost half of it alone.
Thanks for reply!
I've tested what you told me about, but couldn't find import from 3ds, so just saved as xaf, and imported it to reference bones.
[IMG]https://i.gyazo.com/7990fc827ddfbbfeb6f04b93b404aae8.png[/IMG]
Result:
[IMG]https://i.gyazo.com/0c3670c29a7e366577de8800b72a1053.png[/IMG]
I've already detached all MMD bones and matched rotations with valveBiped ones, but this happens.
Current bone structure:
[IMG]https://i.gyazo.com/c5145044832ebb49357816dbb3c0ae0a.png[/IMG]
Spine1-Spine(dummy)/Spine2-Spine4(dummy)
- I don't know why, it's the only model which has transparent arms bones after import.
This is somewhat different from what I see in decompiled model's proportions, do I have to match rotation by disconnecting all bones and using Alt+A?
If I test this in GMOD, all rotations are working, only spines collasped as I couldn't make proper reference.smd
Bump, So what you meant is this tab?
[IMG]https://i.gyazo.com/10e65ee48232d5a6f092009338c11f67.png[/IMG]
[IMG]https://i.gyazo.com/6c0b89a049c7f9cec41844e513797cc6.png[/IMG]
I don't know why but this still results same disaster.
[url]http://imgur.com/bgqK9wn[/url] (Image way to large)
if you need proportion max file, here it is: [URL="https://www.dropbox.com/s/7ahplz3oseam5ob/IMPORTTESTFBX%20APRO2.max?dl=0"]Dropbox[/URL]
QC
[CODE]
$Sequence "ragdoll" "Kynokoru_an\ragdoll.smd" "ACT_DIERAGDOLL" 1 fps 30
$Sequence "reference" "Kynokoru_an\KynoKoruKoishi_ref.smd" fps 1
$Animation "a_proportions" "Kynokoru_an\a_proportions.smd" subtract "reference" 0
$Sequence "proportions" "a_proportions" autoplay predelta
[/CODE]
btw, nice icon, kawaii
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