Source Weight Changes

I probably should’ve made a separate thread for this in the first place.

I decided to give procedural bones a try and after lots of head scratching I finally figured it out. The only problem I’m having now is that weights in Source seem to have different results than in 3ds max.

3DS MAX:

http://i.imgur.com/ztVE2sI.png[/t]

Source / SFM:
[t]http://i.imgur.com/jALjYgF.png

Both of these do nothing but rotate the upperarm while the helper bones are left unchanged. No verts are weighted to more than 3 bones and there shouldn’t really be any difference between these at all. Anybody happen to know why this happens?

I guess I’ll bump with some pictures. Although not as bad, the knees and elbows are doing the same thing. It’s like Source has something against helper bones and their rigging.

This shows the calf rotated 60 degrees and the knee rotatated 30.

3DS MAX:

http://i.imgur.com/6aq5Eop.png[/t]

SFM / Source:
[t]http://i.imgur.com/UYxaR7h.png

Don’t helper bones have to be declared in the qc? Maybe it’s truncating them.

Nope, they exist. They’re properly declared in a VRD file but for set up and testing cases they were left as normal bones but use $definebone to ensure they stay.

They’re definitely there, they just don’t seem to be pulling on verts the same way they were made to in 3ds max.

I’ll try one last bump. I feel I may end up needing to truncate most of these helper bones in the end.

Edit: I’m still trying to look into it a little more. Here’s the calves rotated with the knees left at the default rotation.

3DS MAX:

http://i.imgur.com/NXsz7rA.png[/t]

Source / SFM:
[t]http://i.imgur.com/dkiGXnn.png[/t]

Edit2: Maybe the weights are the same, but Source is handling the rotations different or something? (Sorry about how hard the second image may be to see)

3DS MAX:
[t]https://dl.dropboxusercontent.com/u/25812766/facepunch/knees01.gif[/t]

SFM:
[t]https://dl.dropboxusercontent.com/u/25812766/facepunch/knees02.gif

The verts along the center are weighted to the knee by 1 while it then fades to 0.75, 0.5, and 0.25. The back of the knee is a little different, but the front is basically all the same as well as the same between the calf and thigh. It looks like below the knee, the verts are moving differently when the knee rotates but by relatively the same amount.

In 3ds max the verts move downward along the knee. In SFM, they move outward.