Source Model - Different T-Pose from Skeleton? (Blender)
4 replies, posted
So I recently rigged a model for source, but the T-Pose of that model wasn't exactly the one from Valve which caused some weird stretching issues when animations played. I was wondering how I should proceed. Change the vertices to fit the Valve bones? Or edit the bones to fit the model's t-pose?
https://files.facepunch.com/forum/upload/265355/269cc394-29dc-4d22-a296-77dce04166fd/yes.PNG
Edit the bones to fit the character.. either that or Auto rig in Mixamo and re-import...
So I tried editing the bones to fit the character, but check this out:
EDIT MODE
https://files.facepunch.com/forum/upload/265355/d3790699-f032-4e54-a95a-913961042d2d/editmode.PNG
3D MODE
https://files.facepunch.com/forum/upload/265355/3200b946-b3b5-470b-a036-96ca5c63b8ee/3dmode.PNG
Which makes me assume that you have to alter the vertices to the biped skeleton no matter what. Unless maybe, I'm doing something wrong?
Yes it seems to be skinned so you need to disable it &/or delete it in Blender before editing the bones!? (I use 3ds Max)..
So let me get this straight, this is a valve skeleton you've skinned to the non-valve model?
You have to apply the armature to the valve source object...I am going to assume you did some research as you got this far... I am afraid you have to fit the bones to the model, and in your case looking at the model use an armature modifier and weight paint the thing.
There are tons of tutorials on that...
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