Hello all,
I am currently working on converting cire992's ShepardDS9 character model for use in source filmmaker. The original model was set up as a ragdoll, so I brought the mesh into Blender, renamed the bones, exported the mesh, and compiled it. When It's brought into SFM the mesh comes out disfigured and deformed. Interesting enough, when I take the default slider and set it all the way to default, the mesh appears how it should, but yet as soon as I load a sequence it goes distorted again.
The head was purposely removed, so that is not apart of the problem. Per Cire992's policy with this download of "Feel free to do whatever you like with these models, in-game or out. You may re-upload them without seeking permission, as well." I want to try to make an updated Star Trek Citizens pack with this.
Anyone have any thoughts?
[url=https://flic.kr/p/oRe75h][img]https://farm6.staticflickr.com/5587/14996914088_41e803da0b_z.jpg[/img][/url][url=https://flic.kr/p/oRe75h][/url]
to add additional information, this is what it looks like when I load a walk sequence
[url=https://flic.kr/p/oRo2vt][img]https://farm4.staticflickr.com/3899/14998654737_9fcd917864_z.jpg[/img][/url][url=https://flic.kr/p/oRo2vt][/url]
It seems the bones are not correctly oriented. when a sequence is loaded it "Corrects" the Orientation of the bones causing the issue you see now. I know this sounds like shameless self promotion but [url="http://steamcommunity.com/sharedfiles/filedetails/?id=216464518"]My/Revzins Puppet script[/url] could correctly port over sequences that you can then save as animations.
Thanks doc I'll try that.
alright so doc, that worked however I've noticed that the puppet is a few frames behind the master? the two are not lining up correctly. Any thoughts?
[QUOTE=andyp;45938129]alright so doc, that worked however I've noticed that the puppet is a few frames behind the master? the two are not lining up correctly. Any thoughts?[/QUOTE]
That happens on the odd occasion if you detach the rig on the puppet they'll sink up.
When I detach the rig on the puppet it looses the transformations of the master. When I load a sequence then detach the rig, its still a few frames off...
which script would you recommend? I've been using gamma.
EDIT:
Alright so here is what ended up working I had a Master, a Puppet Master, and a Puppet Slave so break down below
Master-of the mesh already working in SFM
-----Puppet- The ds9 mesh
----------Slave- a duplicate of master but this time attached to puppet
From there I parented the character's root to the character above root and then ran the puppet script gamma onto the master and it all worked!
The result was everything worked how I wanted it to! the only down side is that the two puppets are considerably more stiff than the master mesh. And for future vids ill want to make sure that the hands from the puppet slave are in the proper place from the puppet master
[video=youtube;rTbvqBR57ow]http://www.youtube.com/watch?v=rTbvqBR57ow&list=UUixT8L6IRP_q2zqMiGbbeDQ[/video]
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