• Help exporting smd Animations
    6 replies, posted
I'm hoping to use some GMod/SFM models in a 3DS Max animation, and while it's been going rather smoothly (mostly) I have one weapon model that's proving bothersome. The model itself imports fine, mesh and bones seem properly set up, but the animations which switch the weapon between its various configurations seem to do nothing when imported. Frames of animation are applied and the model is reoriented 90 degrees, but no actual animation is applied to the frames. I might be doing something wrong, it might be the method of decompiling, I'm not sure. But I tried two different smd importers across two versions of Max with no luck, and animating these configuration shifts myself would be... INSANELY daunting given the detail... So if anyone knows anything, or has a workaround to access the keyframe data, I'd be most please! Thank you. CR - Google Drive
To my knowledge the animations never worked in max even when decompiled. Not sure why. Possibly related to their original format being dmx even though it shouldn't matter. Consider re-animating them manually. It's really not as hard as it sounds.
Lol, have you SEEN this model's articulation? It would take DAYS, and still be nowhere near accurate. Also... no, I've definitely been able to decompile animations in the past, my own compiled models as well.
Yes I've seen the bone setup. I the one who rigged and animated it. Sort of silly to lecture me on my own model. If you have a dmx importer I can send you the original animations. Otherwise they just sort of break as you've discovered.
Great googly god, forgive me on that score; that's more than a LITTLE badass. I'd actually wondered for a long time if someone actually managed to industrial-espionage the true canon model for that thing, but I guess this answers THAT mystery. I've been animating off and on since 2004, and I can't imagine what kind of absurd math went into figuring that out, or even what references might have been used in the first place. It looks like it MUST have used some kind of intense sliding joints and other IK witchcraft. I dunno, I promise I tried to match the skeleton against the model viewer animation, and the second I saw one of the "head" pieces independently float up and over a bunch of the others, I kinda went "wow, okay, I'm not gonna figure out how THAT just happened, am I?" Anyway, I don't THINK I presently have such an importer, but believe me, I'll move heaven and earth to make that work. Looks like a blender thing. Source tools... yeah. So import to Blender, and then export it to whatever after that. Okay, worth a shot. Go for it! Appreciate it.
Here they are then. They will probably be rotated exactly 90 from the root but that was just so they compiled right.
Thanks, but... https://files.facepunch.com/forum/upload/134738/17acf078-473e-4195-a533-5ad1e1dea9b0/hate.png ...Why does EVERYTHING hate me? Can barely find anything talking about .dmx files to begin with... Supposed Maya plugin is for ancient versions of the program that don't work. I COULD be doing something wrong, because Blender is so far removed from how any other 3D program controls that I almost can't navigate the thing, but... WOW, Valve, you really know how to ensure every step of this process is as painful as it possibly can be. Exploring my options here, because Google is being stingy with answers...
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