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Topics - Kaesar

#1
Bug Reports / SMD Exporter problem CS:GO
September 19, 2015, 11:39:06 AM
Hi,

These days Valve did an update of CSGO, and it change the skeleton/animations and other things... the problem is the next; on Zombie Reloaded Servers (The most famous mod on CSGO) there is a crash called "SlerpBone" it's happens when the playermodel has a "wrong" skeleton and on some ramdom times the engine crash.

On the old csgo skeleton, I found the way to do it fine but on this new one the exporter F#$@ it, I explain more or less:

When I import the model to 3DSMax I have it;

version 1
nodes
  0 "pelvis" -1
  1 "spine_0" 0
  2 "spine_1" 1
  3 "spine_2" 2
  4 "spine_3" 3
  5 "neck_0" 4
  6 "head_0" 5
  7 "clavicle_L" 4
  8 "arm_upper_L" 7
  9 "arm_lower_L" 8
  10 "hand_L" 9
  11 "finger_middle_meta_L" 10
  12 "finger_middle_0_L" 11
  13 "finger_middle_1_L" 12
  14 "finger_middle_2_L" 13
  15 "finger_pinky_meta_L" 10
  16 "finger_pinky_0_L" 15
  17 "finger_pinky_1_L" 16
  18 "finger_pinky_2_L" 17
  19 "finger_index_meta_L" 10
  20 "finger_index_0_L" 19
  21 "finger_index_1_L" 20
  22 "finger_index_2_L" 21
  23 "finger_thumb_0_L" 10
  24 "finger_thumb_1_L" 23
  25 "finger_thumb_2_L" 24
  26 "finger_ring_meta_L" 10
  27 "finger_ring_0_L" 26
  28 "finger_ring_1_L" 27
  29 "finger_ring_2_L" 28
  30 "weapon_hand_L" 10
  31 "arm_lower_L_TWIST" 9
  32 "arm_lower_L_TWIST1" 9
  33 "arm_upper_L_TWIST" 8
  34 "arm_upper_L_TWIST1" 8
  35 "clavicle_R" 4
  36 "arm_upper_R" 35
  37 "arm_lower_R" 36
  38 "hand_R" 37
  39 "finger_middle_meta_R" 38
  40 "finger_middle_0_R" 39
  41 "finger_middle_1_R" 40
  42 "finger_middle_2_R" 41
  43 "finger_pinky_meta_R" 38
  44 "finger_pinky_0_R" 43
  45 "finger_pinky_1_R" 44
  46 "finger_pinky_2_R" 45
  47 "finger_index_meta_R" 38
  48 "finger_index_0_R" 47
  49 "finger_index_1_R" 48
  50 "finger_index_2_R" 49
  51 "finger_thumb_0_R" 38
  52 "finger_thumb_1_R" 51
  53 "finger_thumb_2_R" 52
  54 "finger_ring_meta_R" 38
  55 "finger_ring_0_R" 54
  56 "finger_ring_1_R" 55
  57 "finger_ring_2_R" 56
  58 "weapon_hand_R" 38
  59 "arm_lower_R_TWIST" 37
  60 "arm_lower_R_TWIST1" 37
  61 "arm_upper_R_TWIST" 36
  62 "arm_upper_R_TWIST1" 36
  63 "leg_upper_L" 0
  64 "leg_lower_L" 63
  65 "ankle_L" 64
  66 "ball_L" 65
  67 "leg_upper_L_TWIST" 63
  68 "leg_upper_L_TWIST1" 63
  69 "leg_upper_R" 0
  70 "leg_lower_R" 69
  71 "ankle_R" 70
  72 "ball_R" 71
  73 "leg_upper_R_TWIST" 69
  74 "leg_upper_R_TWIST1" 69
  75 "ValveBiped.weapon_bone" 38
  76 "lh_ik_driver" 10
  77 "lean_root" -1
  78 "lfoot_lock" 66
  79 "rfoot_lock" 72
  80 "primary_jiggle_jnt" 3
end


When I export with 3DSMax I get it:

nodes
  0 "pelvis"  -1
  1 "spine_0"   0
  2 "spine_1"   1
  3 "spine_2"   2
  4 "spine_3"   3
  5 "neck_0"   4
  6 "head_0"   5
  7 "clavicle_L"   4
  8 "arm_upper_L"   7
  9 "arm_lower_L"   8
10 "hand_L"   9
11 "finger_middle_meta_L"  10
12 "finger_middle_0_L"  11
13 "finger_middle_1_L"  12
14 "finger_middle_2_L"  13
15 "finger_pinky_meta_L"  10
16 "finger_pinky_0_L"  15
17 "finger_pinky_1_L"  16
18 "finger_pinky_2_L"  17
19 "finger_index_meta_L"  10
20 "finger_index_0_L"  19
21 "finger_index_1_L"  20
22 "finger_index_2_L"  21
23 "finger_thumb_0_L"  10
24 "finger_thumb_1_L"  23
25 "finger_thumb_2_L"  24
26 "finger_ring_meta_L"  10
27 "finger_ring_0_L"  26
28 "finger_ring_1_L"  27
29 "finger_ring_2_L"  28
30 "weapon_hand_L"  10
31 "lh_ik_driver"  10
32 "arm_lower_L_TWIST"   9
33 "arm_lower_L_TWIST1"   9
34 "arm_upper_L_TWIST"   8
35 "arm_upper_L_TWIST1"   8
36 "clavicle_R"   4
37 "arm_upper_R"  36
38 "arm_lower_R"  37
39 "hand_R"  38
40 "finger_middle_meta_R"  39
41 "finger_middle_0_R"  40
42 "finger_middle_1_R"  41
43 "finger_middle_2_R"  42
44 "finger_pinky_meta_R"  39
45 "finger_pinky_0_R"  44
46 "finger_pinky_1_R"  45
47 "finger_pinky_2_R"  46
48 "finger_index_meta_R"  39
49 "finger_index_0_R"  48
50 "finger_index_1_R"  49
51 "finger_index_2_R"  50
52 "finger_thumb_0_R"  39
53 "finger_thumb_1_R"  52
54 "finger_thumb_2_R"  53
55 "finger_ring_meta_R"  39
56 "finger_ring_0_R"  55
57 "finger_ring_1_R"  56
58 "finger_ring_2_R"  57
59 "weapon_hand_R"  39
60 "ValveBiped.weapon_bone"  39
61 "arm_lower_R_TWIST"  38
62 "arm_lower_R_TWIST1"  38
63 "arm_upper_R_TWIST"  37
64 "arm_upper_R_TWIST1"  37
65 "primary_jiggle_jnt"   3
66 "leg_upper_L"   0
67 "leg_lower_L"  66
68 "ankle_L"  67
69 "ball_L"  68
70 "lfoot_lock"  69
71 "leg_upper_L_TWIST"  66
72 "leg_upper_L_TWIST1"  66
73 "leg_upper_R"   0
74 "leg_lower_R"  73
75 "ankle_R"  74
76 "ball_R"  75
77 "rfoot_lock"  76
78 "leg_upper_R_TWIST"  73
79 "leg_upper_R_TWIST1"  73
80 "lean_root"  -1
81 "smdimport"  -1
end



When it's happens and the bones don't have the same numbers, the crash appears.


The question is; Is possible do anything with the exporter to export the skeleton like the imported one? I tested it on Milkshape and it's nice, so it's possible. I have tried with the 3 exporters on 3DSMax and all have the same problem. If you can help me with that would be nice, because if you use 3DSMax you're F#$@ed.

Thanks!
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