hi everybody,
I have create a test model to learn how to import my model in TF2 but when I compile the model into TF2 the model is in a different position.
in Cinema4d and Blender the model is in the right position as you see in the two pictures (the model that i want to import is the cube)
Blender: [url]http://imageshack.us/photo/my-images/823/blenderg.jpg/[/url]
cinema4d: [url]http://imageshack.us/photo/my-images/252/cinema4d.jpg/[/url]
Using Blender I assign all the vertex of the cube at the "bip_UpperArm_L", and then I export, but on TF2 the model was behind the demoman and rotate by 90 degrees.
Can someone tell me why?
I use GUIStudioMDL for compiling
Your demoman rig is outdated probably - if you got it from the source sdk files then it's wrong. Decompile your own demoman to get a correct skeleton.
[QUOTE=garis;35439391]hi everybody,
I have create a test model to learn how to import my model in TF2 but when I compile the model into TF2 the model is in a different position.
in Cinema4d and Blender the model is in the right position as you see in the two pictures (the model that i want to import is the cube)
Blender: [url]http://imageshack.us/photo/my-images/823/blenderg.jpg/[/url]
cinema4d: [url]http://imageshack.us/photo/my-images/252/cinema4d.jpg/[/url]
Using Blender I assign all the vertex of the cube at the "bip_UpperArm_L", and then I export, but on TF2 the model was behind the demoman and rotate by 90 degrees.
Can someone tell me why?
I use GUIStudioMDL for compiling[/QUOTE]
You know, I hate to be a dick, but I think you could've asked about this from the blokes at the Emporium.
[QUOTE=Fillmore;35439709]You know, I hate to be a dick, but I think you could've asked about this from the blokes at the Emporium.[/QUOTE]
and where is this "Emporium"?
[QUOTE=garis;35439824]and where is this "Emporium"?[/QUOTE]
[url=http://facepunch.com/threads/1174658]Here.[/url]
[QUOTE=pogothemunty;35439654]Your demoman rig is outdated probably - if you got it from the source sdk files then it's wrong. Decompile your own demoman to get a correct skeleton.[/QUOTE]
In fact I used the demoman model in the source sdk files, i took your advice and now all works fine!
Thanks a lot :)
[editline]5th April 2012[/editline]
[QUOTE=Zebus;35439860][url=http://facepunch.com/threads/1174658]Here.[/url][/QUOTE]
Thanks but I already solved.
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