Unknown issue with SMD

Started by keru1264, April 29, 2017, 01:31:08 AM

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keru1264

Hello everyone. Yesterday I started rigging character from KF to port it into NMRiH using standard ValveBiped with Skin modifier.
Model was almost ready. The problem is that after exporting, all the polygons (triangles) in SMD file are using one single bone (zero bone, also mesh), because of that now it's like a single prop  :-\. Any ideas?

This is how it looks..

wallworm

Here are possible culprits:


  • WWMT Helper is set to $staticprop
  • Skin Modifier is set to Rigid or a Bone Affect Limit of 1 (See Advanced Rollout in skin modifier)

wallworm

After looking at the actual SMD, your SMD is exporting with multiple bones. Note the Skin weights per vertex are showing multiple bone weights. So it should be fine.

keru1264

Thanks for your reply. You were right. In the end, there is no T-pose in a game and animations work fine, but anyway, I don't get it. Feels like I'm doing something in a wrong way. I've seen a lot of SMDs that used Pelvis bone as root bone, they had no "mesh bone" that my model has and like I said earlier, polygons on these models were tied to different bones, not just to root bone (like mine). So, I'm relying on your advice, because I really don't know how to fix it..

wallworm

Quote from: keru1264 on April 30, 2017, 06:36:11 AM
...animations work fine... So, I'm relying on your advice, because I really don't know how to fix it..

I really don't understand the issue. If the animations are working, then your model is perfectly fine.

The bone a mesh vertex is tied to is directly related to what MESH OBJECT it belongs to. Remember that objects are also bones when exported. If you make a model up of multiple meshes, then you will see each part assigned to a separate bone. In either event, it's irrelevant as your skin weights override the weighting.

Hopefully this helps you understand how it works. There is nothing going wrong when you only have the root mesh bone assigned to all the vertices. It's not something that is "right" or "wrong".

keru1264

Ah, okay, thanks for explanation. I understand now. I always thought that having these multiple parts on model is requirement of Source. Because I only had experience in making models for Unreal Engine, it's like a dark matter to me how is Source's SMD format works, so.. yeah. Thanks for your help  :)

wallworm


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