I remember when i was making the port of the Vietnam model for Nick i had to move the model to match the same position as the original model's position. That was the biggest pain in the butt i had to deal with but i used a similar method to this and it really does work.
1:50 quitar huesos innecesarios 2:22 activar una opcion para el esqueleto "importante" 2:40 manteniendo selecionado todo en pose mode, quitar el smd de los huesos 3:00 presionar A dos veces para selecionarlo todo en modo pose y luego apretar control + c para convertirlo a esqueleto normal que puedes esportar a smd para importarlo a tu esqueleto, si no es para adaptarlo a las animaciones automaticas de blender, que eso puede o no fallar en el esqueleto importado y convertido a smd! 4:18 cambiar la vision de los huesos 4:50 ajustar esqueleto por partes 1- selecionas la parte derecha y frontal del esqueleto luego apretas la tecla que esta abajo de bloq mayus (shift + s -> cursor to selected) para ubicar cursor 3D, apretando la primera base del esqueleto 2- selecionando el hueso siguiente y posicionandolo lejos, apreta la tecla shift + s -> selection to cursor para cordinarlo con el que esta conectado 7:25 en donde estan los modificadores "modifier" quitas el del icono del esqueleto y luego adaptas el otro al esqueleto 8:22 adaptandolo al esqueleto correspondiente para exportarlo
@@pipolonidas134 no estoy seguro, no he probado eso, mayormente decompilo modelos de gmod para estudiarlos, asi es como mas o menos entendi ciertas cosas de su estructura, de ahi no se nada mas, si quieres investiga videos gringos de esos, no se si haga uno en español, creo que si pero dedicado solo al sfm y ya, no estoy seguro de eso, perdon
question : when you disconnected the duplicated mesh (custom_flesh) from the duplicated skeleton (custom_spoopy), when you choosed to Parent the mesh to the original skeleton using "Object" instead "Empty Groups"?
Awesome tip thanks!!!!! Wish I knew about this years ago. The copy attributes addon is a very cool tip too, thanks again. I always wondered why the valve skeleton was so weird? All the bones are offset! I guess it works for their software?!?
Original biped was created in autodesk soft image. Nobody uses it anymore and autodesk had ended support for it years ago. Fortunately source 2, from what I heard, is more up to date. Its what Garry's s&box is running on w/C# as the scripting language instead of lua.
@@toastedjambread Sorry I just saw this reply. Thanks, that explains a lot. I'm now trying to make an armature from scratch, it's weird and confusing 😵 going to research autodesk soft image now.
So I have a model, and I have the correct valvebiped bones set up, and i can parent the bones to the character model, but no matter what i do, the object mesh is still non-responsive to the bone-pose movement, like for that brief snippet in 8:34 before you add the armature modifier - which, i've tried the armature modifier and properly assigned the valve skeleton, same issue any help would be sincerely appreciated, i'm dying over here
@@MrFunreal when you mention the possibility of applying the wrong armature modifier - what do you mean? i thought there was only just the one that you could apply
so that is how XNALara and other models are used in games. fair enough for way valve bones aren't that great when it comes to weight painting and such.
When I export the model to mdl, it is curved (most of the body parts turn in the opposite direction) and it looks and moves normally in blender, @definebone has nothing to do with it since I configured it correctly. This happens exactly after the rigging that was shown in the video, everything was done like you. What could be the problem?
UPD: I tried the method with copying the weight from rig, the same story. Apparently the problem is in my model, unfortunately I will have to do everything from scratch and differently, by the way thank you so very much, you're saved me from weight painting pain
you can do that. but the bone location, rotation and names need to match for any replacements. so its not really worth it. resizing the bones themselves is not relevant because source engine doesn't take bone zize into account. But you could resize the entire model if you needed to.
@@MrFunreal but i were to try and replace the bone, rotations, and location? How do i do that And also when i resize the model then export it, and the import it, the bones become bigger than the model...or the model becomes smaller than the bones...how do i fix that?
@@primus0348 1. armature edit mode. Do it manually for every bone. 2. all imported bones resize to a default size, but that's not usually an issue. i'd have to take a look at what you're doing in blender myself. get to the Dead4Mods Discord server if you can, so we can help you better. discord.gg/4qtmzBP
That may sometimes work. I once ported a SFM model to L4D2 and the weights were working for the most part. But because the bones are never in the same spot between games, you sometimes gotta fix the rigging either ways, even if its just a quick re-paint of weights
@@MrFunreal BRUH YOU A GOD BRUH THANKS DO YOU KNOW HOW TO GET SHAPE KEYS I ALREADY HAVE THEM I REMOVE THE UNDERSCORE BUT IN SFM THE SLIDER DONT DO ANYTHING
The amount of suffering and despair you have saved me is truly immeasurable.
I remember when i was making the port of the Vietnam model for Nick i had to move the model to match the same position as the original model's position. That was the biggest pain in the butt i had to deal with but i used a similar method to this and it really does work.
1:50 quitar huesos innecesarios
2:22 activar una opcion para el esqueleto "importante"
2:40 manteniendo selecionado todo en pose mode, quitar el smd de los huesos
3:00 presionar A dos veces para selecionarlo todo en modo pose y luego apretar control + c para convertirlo a esqueleto normal que puedes esportar a smd para importarlo a tu esqueleto, si no es para adaptarlo a las animaciones automaticas de blender, que eso puede o no fallar en el esqueleto importado y convertido a smd!
4:18 cambiar la vision de los huesos
4:50 ajustar esqueleto por partes
1- selecionas la parte derecha y frontal del esqueleto luego apretas la tecla que esta abajo de bloq mayus (shift + s -> cursor to selected) para ubicar cursor 3D, apretando la primera base del esqueleto
2- selecionando el hueso siguiente y posicionandolo lejos, apreta la tecla shift + s -> selection to cursor para cordinarlo con el que esta conectado
7:25 en donde estan los modificadores "modifier" quitas el del icono del esqueleto y luego adaptas el otro al esqueleto
8:22 adaptandolo al esqueleto correspondiente para exportarlo
Una pregunta, porque cuando habro un modelo de sfm en blender no me sale un endoesqueleto y me sale solo las esferas
@@pipolonidas134 no estoy seguro, no he probado eso, mayormente decompilo modelos de gmod para estudiarlos, asi es como mas o menos entendi ciertas cosas de su estructura, de ahi no se nada mas, si quieres investiga videos gringos de esos, no se si haga uno en español, creo que si pero dedicado solo al sfm y ya, no estoy seguro de eso, perdon
El toe bone es el que va hasta abajo no? No entendí bien si se debe acomodar pero ese el que está por debajo de la textura?
@@Hex_Scythe_takanashi si
question : when you disconnected the duplicated mesh (custom_flesh) from the duplicated skeleton (custom_spoopy), when you choosed to Parent the mesh to the original skeleton using "Object" instead "Empty Groups"?
custom spoopy lmao
Awesome tip thanks!!!!! Wish I knew about this years ago. The copy attributes addon is a very cool tip too, thanks again.
I always wondered why the valve skeleton was so weird? All the bones are offset! I guess it works for their software?!?
Original biped was created in autodesk soft image. Nobody uses it anymore and autodesk had ended support for it years ago. Fortunately source 2, from what I heard, is more up to date. Its what Garry's s&box is running on w/C# as the scripting language instead of lua.
@@toastedjambread Sorry I just saw this reply. Thanks, that explains a lot. I'm now trying to make an armature from scratch, it's weird and confusing 😵 going to research autodesk soft image now.
So I have a model, and I have the correct valvebiped bones set up, and i can parent the bones to the character model, but no matter what i do, the object mesh is still non-responsive to the bone-pose movement, like for that brief snippet in 8:34 before you add the armature modifier - which, i've tried the armature modifier and properly assigned the valve skeleton, same issue
any help would be sincerely appreciated, i'm dying over here
either it's not rigged at all, you assigned the wrong armature modifier, or you are in edit mode where you can't pose bones.
@@MrFunreal when you mention the possibility of applying the wrong armature modifier - what do you mean? i thought there was only just the one that you could apply
Dude I spent 50 minutes correcting blenders auto weight paint on a low poly frog ... Yea ill never use that feature again
if you'd arrange the bones correctly, it would save time.
just discover ur channel , i love left 4 dead 2 so much , i wnat to learn making mods and skins for workshop , thank you !
it spawns in as an affect instead of a ragdoll
you will need to create a collisionmesh for it to be a ragdoll in gmod. I also mage a guide on that.
@@MrFunreal thx!
blender keeps crashing whenever i do this
so that is how XNALara and other models are used in games. fair enough for way valve bones aren't that great when it comes to weight painting and such.
When I export the model to mdl, it is curved (most of the body parts turn in the opposite direction) and it looks and moves normally in blender, @definebone has nothing to do with it since I configured it correctly. This happens exactly after the rigging that was shown in the video, everything was done like you.
What could be the problem?
UPD: I tried the method with copying the weight from rig, the same story. Apparently the problem is in my model, unfortunately I will have to do everything from scratch and differently, by the way thank you so very much, you're saved me from weight painting pain
is there a way to convert already existing bones into a SMD Armature? and is there a way to resize them?
you can do that. but the bone location, rotation and names need to match for any replacements. so its not really worth it.
resizing the bones themselves is not relevant because source engine doesn't take bone zize into account.
But you could resize the entire model if you needed to.
@@MrFunreal but i were to try and replace the bone, rotations, and location? How do i do that
And also when i resize the model then export it, and the import it, the bones become bigger than the model...or the model becomes smaller than the bones...how do i fix that?
@@primus0348 1. armature edit mode. Do it manually for every bone.
2. all imported bones resize to a default size, but that's not usually an issue.
i'd have to take a look at what you're doing in blender myself.
get to the Dead4Mods Discord server if you can, so we can help you better.
discord.gg/4qtmzBP
orig_spoopy
balls...
Wait what if i use the already existing weights from the model
That may sometimes work.
I once ported a SFM model to L4D2 and the weights were working for the most part. But because the bones are never in the same spot between games, you sometimes gotta fix the rigging either ways, even if its just a quick re-paint of weights
blender 3.1.2 is super diferent and dosnt offer the same tools what version is this plz
its 2.77
You are awesome
how to transform a blender skeleton into a souroce skeleton??? please help
any skeleton you create works in source engine already.
@@MrFunreal wait what do you mean
i have a model but it is made in blender bones they are not valve biped
@@MrFunreal BRUH YOU A GOD BRUH THANKS DO YOU KNOW HOW TO GET SHAPE KEYS I ALREADY HAVE THEM I REMOVE THE UNDERSCORE BUT IN SFM THE SLIDER DONT DO ANYTHING
Mosaic...
Why using Blender 2.77 though?
i don't like the new layout.
but i reluctantly use 2.8 for gpu based rendering, only because 2.77 cannot handle my two 2070 GTX
it’s good that he uses the old version , because people who have a bad computer like me, can’t use 2.8, it’s very laggy
Nice
xD