I have .smd files exported from a non-source engine game exporter that I import to Blender (2.7) with the latest source tools. The original .smd's are not rigged (or completely rigged to just the root bone), so I rig them in Blender there, and everything moves correctly. The models seem to have 100% proper weighting from the game. But when I export as .smd, the entire mesh is rigged to the root bone again. When I try to export as .dmx, the model "has over 3 weight links," so I guess the model is incompatible with dmx. Using the "Weight Link Cull Threshold" slider, it just screws up the rigging to the point where I am simply not satisfied. I tried importing an original HL2 model to see if I get the same results. I do not get the error when exporting as .dmx (as I expected), but exporting as .smd always rigs the entire mesh to the root bone, however the entire mesh and all bones are present. Sorry if you have seen a post about this already, but I haven't been able to find a solution. Have I perhaps set up my tools incorrectly? Is there anything I can do to just export the model how it is as .smd/.dmx?
If needed, my models are exported from Metal Gear Solid V: The Phantom Pain by a program you can find here, named "mgs5_FMS.zip": [url]http://webcache.googleusercontent.com/search?q=cache:http://rel.cra0kalo.com/depot/[/url]
(The site seems to have gone down, so it is just a google webcache)
My intentions were to make them ragdolls for gmod, if that is of any concern as well.
Have you tried using the limit total option while in blender? You'll need to make sure it's set to 3.
Yes, but that is also not "satisfactory." I guess I should rephrase... Is there a way to export with a 3+ weight links? I would assume not because of how smd's show up in text editors, there seems to be only 3 influences per triangle? And just generally what can be done about my .smd export? It doesn't export ANY model with proper rigging. Like I said it exports with the whole model rigged to the root bone.
For example:
tex_115
0 0.254225 5.547213 1.216340 0.038300 0.005676 0.999023 0.016083 0.475098 4 1 1 1 0 1 0 1 0
0 0.231465 5.972264 1.214797 0.038300 0.005676 0.999023 0.047272 0.475098 4 1 1 1 0 1 0 1 0
0 -2.358104 5.407693 1.317276 0.374512 0.023422 0.926758 0.016083 0.774902 4 1 1 1 0 1 0 1 0
Do you have an Armature modifier with the skeleton selected?
Like an armature deform? The only thing I do to the mesh and rig is bind them with automatic weights. I'm still new to this stuff, forgive me.
If you didn't delete the armature modifier it came with it's probably taking priority over your new one.
Also, I don't think DMX models can have more than 3 weight links, but SMDs can.
Alright I peeked at my original exported .smd's in notepad++ and they are also completely rigged to the root bone, but when I import them, I do not even need to apply the parenting. The mesh moves completely fine which baffles me, unless I just do not understand how .smd's are structured. Anyway, it looks like the issue has been resolved. Thanks and sorry for the trouble lol
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