DigitalEro Offline

How to port models from XNALara to Source Filmmaker

Sun, 07 Apr 2013 00:32:33

Ganonmaster

This tutorial will describe the basic process of importing, exporting and compiling a model, as well as creating very basic textures and materials for use with Source Filmmaker. I will not go into the details of modeling or rigging in 3ds Max or Blender; you can find tutorials on that elsewhere. The creation of flexes (aka face posing), eye posing or ragdolls will also not be discussed in this tutorial. Some of the concepts and programs in this tutorial are more complex and have a lot more options than described in this tutorial. I highly recommend visiting the Valve Developer Wiki to read up on the technical details, if you want to know what you are doing. There are a lot more options when it comes to creating models for the Source engine and if you want to get good at it, learning more about how the engine works and working with the tools at your disposal is a good place to start. Requirements [list:2a0bi3hd] [*:2a0bi3hd]Notepad++ Although not required, it's a very good text editor. You can use the Notepad that comes with Windows, but this one is just way easier to work with. Get it here.[/*:m:2a0bi3hd] [*:2a0bi3hd]Source SDK I will be using the Source SDK that is provided with Source Filmmaker, but the same principles apply to the regular Source SDK or the Alien Swarm SDK.[/*:m:2a0bi3hd] [*:2a0bi3hd]3ds Max or Blender I will be using 3ds Max in this tutorial, but the program you use doesn't matter much as the process is mostly the same. [list:2a0bi3hd] [*:2a0bi3hd]3ds Max Proprietary software, very expensive. If you are a student, you can get a free version at their Student website.[/*:m:2a0bi3hd] [*:2a0bi3hd]Blender Free and open source. Has a very active community.[/*:m:2a0bi3hd][/list:u:2a0bi3hd] Some knowledge of navigating in these programs is helpful, but not immediatelly required.[/*:m:2a0bi3hd] [*:2a0bi3hd]XNALara importer I'm going to assume you have either of these installed. We won't go over the installation, as the instructions are pretty straightforward. Download and install the one for your modelling package: [list:2a0bi3hd] [*:2a0bi3hd]3ds Max[/*:m:2a0bi3hd] [*:2a0bi3hd]Blender[/*:m:2a0bi3hd][/list:u:2a0bi3hd][/*:m:2a0bi3hd] [*:2a0bi3hd]Valve SMD Exporter I'm going to assume you have this installed. The installation instructions are pretty straightforward, so I won't be going into that. Again, download the one for your modelling package: [list:2a0bi3hd] [*:2a0bi3hd]3ds Max[/*:m:2a0bi3hd] [*:2a0bi3hd]Blender[/*:m:2a0bi3hd][/list:u:2a0bi3hd][/*:m:2a0bi3hd] [*:2a0bi3hd]VTFEdit You can also choose to use the Photoshop or GIMP plugins, but in that case you'll need to create the VMT files manually.(VTFEdit can do that for you) Download VTFEdit[/*:m:2a0bi3hd] [*:2a0bi3hd]An XNALara model This will be the model you'll be porting.[/*:m:2a0bi3hd][/list:u:2a0bi3hd] Outline These are the basic steps we'll be going through in porting the model. [list=1:2a0bi3hd] [*:2a0bi3hd]Importing your model[/*:m:2a0bi3hd] [*:2a0bi3hd]Export your model[/*:m:2a0bi3hd] [*:2a0bi3hd]Creating a QC file[/*:m:2a0bi3hd] [*:2a0bi3hd]Compiling your model[/*:m:2a0bi3hd] [*:2a0bi3hd]Creating materials and textures[/*:m:2a0bi3hd][/list:o:2a0bi3hd] 1. Importing your model Let's get started. The first thing you'll want to do is extracting the XNALara model to a location where you can easily find it. Make sure all the textures are in the right place as well. This next part will explain some things for 3ds Max. If you're using Blender, you can just hit File > import and navigate to your model.(I think) Anyway, launch 3ds Max. In the top bar, navigate to MAXScript and pick Run Script.... In the window that pops up, navigate to where you put the XNALara import script. Run it. You should now see the window below: Click the IMPORT button. Find the folder where you saved the XNALara files. Usually the XNALara file is named generic_item.mesh. Open the file. It might take a few seconds 3ds Max loads the model. There is our model in 3ds Max. However, as you can see, somehow these guns are attached to her hands. A lot of XNALara models have attachments such as clothes or weapons like these. Usually I would turn these into bodygroups or seperate meshes, but for the sake of simplicity and this tutorial I will not be going into details on how to do any of that stuff. It's a different topic entirely so let's save that for a different tutorial. All you need to know is that this is the part where you make any changes to the model if you wanted to. I choose to delete the guns from the model. 2. Exporting your model So you've got your model in Blender or 3ds Max, made the changes you wanted, so now it's time to start exporting. In 3ds Max, click the big button with the 3ds max logo in the top left of the screen, then click Export. (In Blender it's File > Export) Select Source SMD as your file type.It's important to note that the SMD file you are about to save is not a file that the Source Engine can read. It is data that StudioMDL (a program in the Source SDK) will compile into the final model. For this reason, I prefer saving my model files in a subfolder of the 'modelsrc' directory. It is usually located here: "C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\content\usermod\modelsrc" In this case, I made a subdirectory for Arche Blade (the game the model is from) and I've named the file itself after the name of the character. 3. Creating a QC file Next up is the QC file. A QC file is a file that tells the compiler (StudioMDL) all kinds of stuff about the model we're trying to make. Create a new text file in the same folder as the SMD file you made in the previous step. Name doesn't really matter, but it's easiest to just name it the same as or something similar to the SMD file. As long as it says .qc at the end, you'll be fine. Open the newly created QC file in Notepad++. This is what I put in my QC file:
$modelname	"archeblade/Renoah.mdl"

$model Renoah "Renoah.SMD"

$cdmaterials "models/archeblade/"

$sequence idle "Renoah" fps 1
Maybe that doesn't immediatelly make sense, so we're going to go through these lines one by one, explaining what each one does.
$modelname	"archeblade/Renoah.mdl"
This line tells StudioMDL the folder and filename of the final model. The folder is relative to the 'models' directory of the game, so after compiling, my model will be located at "C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\game\usermod\models\archeblade\Renoah.mdl". Ofcourse you can choose a different folder and filename for your model.
$model Renoah "Renoah.SMD"
This tells StudioMDL the name of the model we are about to create, and the name of our SMD file. In this case, my model's name is Renoah and her SMD file has the same name. If your character's name is 'Lara', and your SMD file name is 'Lara_croft.smd', you just edit the line and fill those in instead.
$cdmaterials "models/archeblade/"
This tells the compiler in which directory your materials are located. The folder is relative to the 'materials' directory of the game. Since you are creating a model, it is good practice to save the materials in a subfolder of the materials/models directory. In this example, my materials would be located here: "C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\game\usermod\materials\models\archeblade".
$sequence idle "Renoah" fps 1
This line defines an animation. In this case it isn't really relevant, but the Source Engine requires that all models have at least one of these. Replace 'Renoah' with the same model name you defined on the second line. Congratulations, you are nearly done. Save your QC file, and continue to the next step. 4. Compiling your model Now you're ready to compile your model. Go to the Source Filmmaker directory and open the /bin folder. (usually located at C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\game\bin) Look for a file named studiomdl.bat. Now drag and drop your QC file onto studiomdl.bat. A console window should now open, and text and number are flying over the screen! Whoaa! Wait for the program to finish and close the window when it's done. Now we're going to open the compiled model in the model viewer.(but you can also try loading them into Source Filmmaker right away) Launch the Source Filmmaker SDK and in the window below, click Model Viewer: Once the model viewer is open, go to File > (Steam) Load model... and find your model in the appropriate directory. If you can't find your model in the folder you set in the QC file, something may have gone wrong with compiling. Make sure you have your folders set up properly in the QC file, and look for compilation errors in the StudioMDL window. Open your model, and take a look. Looks like the model got succesfully exported, but we're not completely done. The black/purple checkerboard texture indicates that some textures and materials are missing. We'll be fixing that in the next step. 5. Creating materials and textures Materials are made up of two or more components. The first one is the .vmt (Valve Material Type), the others are .vtf files (Valve Texture Format). The VMT files hold instructions that define the specific properties of a material. For example; the texture files it needs, how light reflects off of the surface, and so on. The VTF files are image/texture files. If you look at the folder for your original XNALara model, you might find some TGA, PNG or DDS files in there. Those are the textures we are going to be converting for the Source engine. But first we are going to create the proper VMT materials. In order to see which materials the model uses, you can click on the tab with the name 'Model'. You should see something similar to the image below. There you can see a list of materials used by the mesh. As you can see, the first material I need to make is head_d. Your model will show different names, just pick the first one on the list and go from there. In step 3, I said that materials for models are stored in this folder: "C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\game\usermod\materials\models". Make sure the folder matches the name you defined under $cdmaterials in the QC file. In my case I added the "archeblade" folder, so my materials will go here: "C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\game\usermod\materials\models\archeblade". Create a text file here, and name it after the material listed in the Model Viewer. Be sure to add the .vmt extension at the end. My file is name head_d.vmt. Open this file in Notepad++ and add the following.
"VertexlitGeneric"
{
	"$basetexture" "models/archeblade/head_d"
	"$bumpmap" "models/archeblade/head_n"
}
Don't worry, we're going to go through each line one at a time.
"VertexlitGeneric"
This line defines the "shader" your material will use. Without getting too technical, Shaders tell the engine how to display the materials on the screen. You don't need to worry about it too much. VertexlitGeneric is the most common shader for models in the Source engine, so that's what we'll be using.
{
...
}
These curly bracket tells the engine that we are going to define options or parameters for the shader above. First we put the opening curly bracket. And at the end we'll put the curly bracket that faces the other way. In between those brackets we will define the options for said shader.This is the basic structure for a material file. Next up are the parameters.
	"$basetexture" "models/archeblade/head_d"
This first parameter is $basetexture. This parameter will define the diffuse texture. (also known as albedo texture) For ease of this tutorial, it should point to the same path as your VMT, and end with the name you intend to give the texture. I've given it the same name as the VMT file. (if you're paying attention, the "_d" stands for diffuse)
	"$bumpmap" "models/archeblade/head_n"
The next parameter is the "$bumpmap". Point this to the same folder as the $basetexture and name it something similar. I've chosen the name "head_n", the N at the end meaning "normal". In rare cases, some XNALara models may not have a normal map included in the package. If that is the case, you can leave this line out. The bump map, also known as the 'normal map', is used to create 'fake' 3d detail on the model. To show you the difference, here's an example: You can see the differences around her lips and nose and hair. For more details on normal mapping, read this. Save your VMT file. Now we will be converting the textures to VTF. First up is the diffuse texture. Open VTFEdit, go to File > Import. Navigate to the directory where you extracted the original XNALara files and pick the file that has the same name as the VMT file we just created. A new window pops up with a lot of options. You probably won't need to change anything, so just hit OK. Once it's loaded, it should show your texture file in the window. In my case, I'm doing the head first, so the texture looks like a face and has skin tones in it and everything. Go to File > Save. (don't pick Export) Save it in the folder with the same name as we defined in our material under $basetexture. Now the normal map. The process is the same as with the diffuse texture, except this time, you name it and save it like you defined in the $bumpmap entry of your VMT file. If you have trouble finding the right texture in the xnalara folder, here's an example of what my normal map for the head looks like: Some XNALara textures have pretty ambiguous names. Finding the right textures to go in the right place, may require looking at the textures first to see which one is the right one. Just use your common sense to figure out what's what. That's the first material finished. Repeat this step for all the materials listed under the materials tab in the Model Viewer. Hit refresh in the model viewer to see if it all worked. If you're still seeing black and purple checkerboard textures, make sure you saved everything to the right folder and double check the paths you set up in the VMT and QC files. Conclusion And that's it! You can now load up your model in Source Filmmaker. This tutorial has only covered the bare minimum of what is required to import a model into SFM, so I recommend looking at the developer wiki as well as other people's work to see what makes these models great. I don't think this tutorial will allow you to make release quality models, but it's a good starting point. Keep improving and someday you may be as good LordAardvark. Here's our final product: If you have anything you wish to add to this tutorial, or just want to give feedback, feel free to reply.
Sun, 07 Apr 2013 16:56:36

Turbotom

"Ganonmaster" said ...
4. Compiling your model Now you're ready to compile your model. Go to the Source Filmmaker directory and open the /bin folder. (usually located at C:\Program Files (x86)\Steam\steamapps\common\sourcefilmmaker\game\bin) Look for a file named studiomdl.bat. Now drag and drop your QC file onto studiomdl.bat. A console window should now open, and text and number are flying over the screen! Whoaa! Wait for the program to finish
I had some errors at this point with this: I am pretty sure this is just a directory search problem. To fix this...copy studiomdl.bat and rename it to studiomdlfix.bat ... open in notepad++ use this code instead:
echo off
title compiling QC for %* using studiomdl.bat
color 4F
"C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe" -verbose -game "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod" %*
pause
you can also change the
color 4F
to something different if you don't like the red background (if it scares you :P ) If you want to add this im sure other people will have the same problem. So far it's working for me! my progress... Thanks man! This is exciting. I feel like this tutorial thread will be a great tool for many people.
Sun, 07 Apr 2013 23:52:00

Ganonmaster

Alright, updated the tutorial with the materials part.
"Turbotom" said ...
I had some errors at this point with this: I am pretty sure this is just a directory search problem.
Thanks for pointing that out. The Source Filmmaker SDK uses the "VPROJECT" path variables. These variables are changed by the Source SDK and keep track of which "game" "project" or "mod" you are working on. It looks like in your case, it is set to Half Life 2. You can change your VPROJECT from the Source Filmmaker SDK window. There should be a dropdown where you can choose the Mod you are working on. Make sure it set it is set to "usermod". You might have to click and select it. It will tell you it's going to overwrite some variables. Hit OK, and you should be able to use the default batch script. :)
Mon, 08 Apr 2013 05:45:12

Heart

Thank you ganonmaster. I have been looking for a xnalara to sfm tutorial for the longest...maaan thank you!! uggg damn. _-_ thanks. And thank you turbotom i was stuck there :s. I've successfully gotten one model into sfm with textures....luckily I only needed to import one texture lol. Anyways thank you but i have a question. How would I go about adding ambient occluison to a model like you did with your mistral and vanessa models etc?
Mon, 08 Apr 2013 06:13:28

Ganonmaster

"Heart" said ...
How would I go about adding ambient occluison to a model like you did with your mistral and vanessa models etc?
In Source Filmmaker, Ambient Occlusion is enabled for most objects by default. You can explicitly enable or disable it in the related VMT files by adding the following parameter: $AmbientOcclusion "1" There are more options for ambient occlusion, like the AO tint or an ambient occlusion texture. Read more here. Anyway, I don't think you mean Ambient Occlusion, as I don't think I explicitly added options for that to Mistral or Vanessa. What I think you mean is Phong shading. It's a different effect that requires more fine-tuning, but will greatly improve the look of your model.. You can enable Phong shading by adding these parameters to your materials:
	$phong 1
	$phongexponent 33
	$phongboost	6
	$phongfresnelranges	"[0.05 0.5 1]"
You'll most likely want to tweak the numbers behind $phongexponent and $phongboost. You can read more about them here.
Mon, 08 Apr 2013 14:48:35

Selph80

Awesome tutorial :D I've just ported a character I've wanted in SFM for quite some time. ^^ She still needs some work as you can see. There are weird gaps in the textures but I know how to fix that and I need to add face posing, but that's not a problem either. The only real problem is adding in eye-posing. So thanks a lot for this tutorial, I'm sure it'll help a lot of people!
Mon, 08 Apr 2013 15:07:23

Turbotom

new SMD plugin for 2013 3ds max (download 2013 by mistake..ugh) http://dev.wallworm.com/topic/2/wall_wo ... tools.html
Mon, 08 Apr 2013 15:46:34

Turbotom

any idea why my materials are named different than the texture names in the xnalara folder? will this screw up stuff in the future? or can I rename the materials?
Mon, 08 Apr 2013 16:09:41

Ganonmaster

"Turbotom" said ...
any idea why my materials are named different than the texture names in the xnalara folder?
That's because of the way 3DS Max works with materials. In some cases it will assign them a number instead of the the name of the diffuse texture.
"Turbotom" said ...
will this screw up stuff in the future?
Only if you have other materials with the same name in the same folder. If you make a separate material folder for each game and character, this shouldn't be a problem.
"Turbotom" said ...
or can I rename the materials?
You can either do that in the material editor in 3ds Max, or you can open the SMD file in Notepad++ and find and replace all the entries for that material.
Tue, 09 Apr 2013 00:10:33

Heart

Yeah, :s phong is what i was looking for. Thank you. Here is my 3rd port. model port ani, there is no face posing, just using the bones that came with the model.
Tue, 09 Apr 2013 13:15:56

Turbotom

"Heart" said ...
Yeah, :s phong is what i was looking for. Thank you. model port ani, there is no face posing, just using the bones that came with the model.
This looks great! so did you add jigglebones as well?
Tue, 09 Apr 2013 13:19:26

Turbotom

"Ganonmaster" said ...
"Turbotom" said ...
or can I rename the materials?
You can either do that in the material editor in 3ds Max, or you can open the SMD file in Notepad++ and find and replace all the entries for that material.
Thanks for your help man. Got everything working perfectly! I decided to try and port the core UPK model from my game directory using umodel. Everything is working fine except I don't know how to add face bones and rig the eyes and stuff. That may be a whole other tutorial in itself. Thanks again. progress..ported from bl2 just need to figure out faceposing/flexes now...
Wed, 10 Apr 2013 02:50:20

Heart

"Turbotom" said ...
"Heart" said ...
Yeah, :s phong is what i was looking for. Thank you. model port ani, there is no face posing, just using the bones that came with the model.
This looks great! so did you add jigglebones as well?
Thank you :D. And no, I didn't add jiggle bones. Just animated the breast and hair bones... hey....have you had any problems with your models after exporting and compiling them? I've only been able to successfully import 2 models that don't deform..heres the other one ....and ive tried importing around 17 models. Every other model does this whenever i try to move any of its bones> The cloud model does the same thing. Do you know anything about this :S?
Wed, 10 Apr 2013 04:08:25

LordAardvark

God damn it. I've been writing a tutorial for porting from XNALara to Source over the past few days. Well, dammit, I am still going to work on it, seeing as mine is in a lot more detail than this one, and will cover, in detail, all of these sections separately: - Using MDLDecompiler to decompile Source models - Converting XNALara .mesh and .mesh.ascii to Source .SMD - Cleaning the converted mesh and adhering it to the Valve Biped Convention (and why) - Constructing face flexes with provided face bones - Constructing face flexes without provided face bones - Converting XNALara textures to Source textures - Constructing Source Materials to make ported models look as good as possible - Getting Source eyes to work on ported models - Getting converted models to work properly in the Source Filmmaker - Getting converted models to work properly in Garry's Mod
Wed, 10 Apr 2013 04:40:50

Heart

o.o will be looking forward to this
Wed, 10 Apr 2013 04:58:37

Ganonmaster

"LordAardvark" said ...
God damn it. I've been writing a tutorial for porting from XNALara to Source over the past few days. Well, dammit, I am still going to work on it, seeing as mine is in a lot more detail than this one, and will cover, in detail, all of these sections separately: - Using MDLDecompiler to decompile Source models - Converting XNALara .mesh and .mesh.ascii to Source .SMD - Cleaning the converted mesh and adhering it to the Valve Biped Convention (and why) - Constructing face flexes with provided face bones - Constructing face flexes without provided face bones - Converting XNALara textures to Source textures - Constructing Source Materials to make ported models look as good as possible - Getting Source eyes to work on ported models - Getting converted models to work properly in the Source Filmmaker - Getting converted models to work properly in Garry's Mod
By all means, don't hesitate to share. I'm only a novice compared to you, and my tutorial only covers the bare minimum to get people started. A more in depth guide would really help. Teach us all your secrets. :)
"Heart" said ...
....and ive tried importing around 17 models. Every other model does this whenever i try to move any of its bones> The cloud model does the same thing. Do you know anything about this :S?
I've read somewhere that StudioMDL will automatically strip/collapse/delete any bones that have no weight data attached to them to improve performance. Normally, when you move a bone, it will move relative to its parent in the hierarchy and any child bones will move with it. If the compiler strips out unweighted bones, some bones may lose their parent bone and will no longer be attached to the hierarchy and will not move with the rest of the model. I think that's the problem you are running into. There's no quick solution as far as I know. You could use the $definebone QC command to make sure the missing bones are not deleted by the compiler, or add weights to the unweighted bones in 3ds Max or Blender. Best practice would be to delete the old skeleton and skin the model to a Valve Biped rig, but that can be very time consuming and is kind of difficult if you only have limited knowledge of 3ds Max or Blender.
Wed, 10 Apr 2013 05:02:58

Heart

"Ganonmaster" said ...
"LordAardvark" said ...
God damn it. I've been writing a tutorial for porting from XNALara to Source over the past few days. Well, dammit, I am still going to work on it, seeing as mine is in a lot more detail than this one, and will cover, in detail, all of these sections separately: - Using MDLDecompiler to decompile Source models - Converting XNALara .mesh and .mesh.ascii to Source .SMD - Cleaning the converted mesh and adhering it to the Valve Biped Convention (and why) - Constructing face flexes with provided face bones - Constructing face flexes without provided face bones - Converting XNALara textures to Source textures - Constructing Source Materials to make ported models look as good as possible - Getting Source eyes to work on ported models - Getting converted models to work properly in the Source Filmmaker - Getting converted models to work properly in Garry's Mod
By all means, don't hesitate to share. I'm only a novice compared to you, and my tutorial only covers the bare minimum to get people started. A more in depth guide would really help. Teach us all your secrets. :)
"Heart" said ...
....and ive tried importing around 17 models. Every other model does this whenever i try to move any of its bones> The cloud model does the same thing. Do you know anything about this :S?
I've read somewhere that StudioMDL will automatically strip/collapse/delete any bones that have no weight data attached to them to improve performance. Normally, when you move a bone, it will move relative to its parent in the hierarchy and any child bones will move with it. If the compiler strips out unweighted bones, some bones may lose their parent bone and will no longer be attached to the hierarchy and will not move with the rest of the model. I think that's the problem you are running into. There's no quick solution as far as I know. You could use the $definebone QC command to make sure the missing bones are not deleted by the compiler, or add weights to the unweighted bones in 3ds Max or Blender. Best practice would be to delete the old skeleton and skin the model to a Valve Biped rig, but that can be very time consuming and is kind of difficult if you only have limited knowledge of 3ds Max or Blender.
Thanks gano I will try this now
Wed, 10 Apr 2013 06:05:23

Selph80

"Heart" said ...
"Turbotom" said ...
"Heart" said ...
Yeah, :s phong is what i was looking for. Thank you. model port ani, there is no face posing, just using the bones that came with the model.
This looks great! so did you add jigglebones as well?
Thank you :D. And no, I didn't add jiggle bones. Just animated the breast and hair bones... hey....have you had any problems with your models after exporting and compiling them? I've only been able to successfully import 2 models that don't deform..heres the other one ....and ive tried importing around 17 models. Every other model does this whenever i try to move any of its bones> The cloud model does the same thing. Do you know anything about this :S?
That is so weird. I also did a quick port of Morrigan and it works fine in SFM. You could try deleting all of the unused bones, if what Ganonmaster says IS the problem and compiling it then. What 3D program are you using and which settings do you use when importing it? (I leave everything at default mostly :P) Also what model is that zombie girl? She looks excellent. EDIT: So I've run into the same problem with the Morrigan model. It worked fine at first, but after I made some changes in 3DSMax and exported it, it started to act weird as well. But I then noticed it now has the same problems 3DSMaxl. I then redid it from scratch (imported it, saved it, made the changes, saved it and exported it) and now it works fine... No idea where it messes up, but you should check if the bones work fine in your 3D program and everytime you make changes to the model, check if the mesh still functions properly when you move a bones.
Wed, 10 Apr 2013 08:46:11

Heart

Zombie http://thefil.deviantart.com/art/RE6-DE ... 0369&qo=21 Human http://thefil.deviantart.com/gallery/ Lol eh...i think i just may need to delete the unused bones....i have never actually bothered to do this. Guess Ill try now really quick. :P Edit: ug....unchecked hide unused bones now the model works fine lol.....thanks for that spark.
Wed, 10 Apr 2013 11:50:04

Goron_Ozzy

Zombie reminds me of the ghost in the bath in the Shining :D
Wed, 10 Apr 2013 13:50:43

Turbotom

"LordAardvark" said ...
God damn it. I've been writing a tutorial for porting from XNALara to Source over the past few days. Well, dammit, I am still going to work on it, seeing as mine is in a lot more detail than this one, and will cover, in detail, all of these sections separately:
Thanks this should be great! looking forward to the flexing and eye posing one.
Wed, 22 May 2013 03:27:52

Lokiblade

I'm having a bit of trouble running the CQ file. Every time i drop it on the Bat file it says "the system cannot find the path specified"
Wed, 22 May 2013 03:53:50

Ganonmaster

"Lokiblade" said ...
I'm having a bit of trouble running the CQ file. Every time i drop it on the Bat file it says "the system cannot find the path specified"
Could you post your bat and QC files?
Wed, 22 May 2013 04:19:20

Lokiblade

For the cq i'm using the one in the tutorial, when i started running into problems i when out and hunted down the Renoah model, and the bat what comes stand with SFM but just to be on the safe sound here the code for both Bat file
echo off
title compiling QC for %* using studiomdl.bat
color 4F
"%VPROJECT%\..\bin\studiomdl.exe" -verbose -game "%VPROJECT%" %*
pause
CQ file
$modelname   "archeblade/Renoah.mdl"

$model Renoah "Renoah.SMD"

$cdmaterials "models/archeblade/"

$sequence idle "Renoah" fps 1
Wed, 22 May 2013 04:28:39

Ganonmaster

Try using the bat file that Turbotom posted:
echo off
title compiling QC for %* using studiomdl.bat
color 4F
"C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe" -verbose -game "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod" %*
pause
Be sure to match the paths to the right folders.
Wed, 22 May 2013 04:49:03

Lokiblade

Would every being installed on a external hard drive give me problems, cause now it telling me it can't open the CQ file.
Wed, 22 May 2013 04:56:12

Ganonmaster

"Lokiblade" said ...
Would every being installed on a external hard drive give me problems, cause now it telling me it can't open the CQ file.
No it should not. I've got Steam installed on a separate hard drive and it's all working fine and dandy.
Wed, 22 May 2013 06:03:43

Lokiblade

i manage to figure out it, it would seem that my dyslexia got me again
Sat, 25 May 2013 05:03:08

Komatic

"Heart" said ...
Thank you :D. And no, I didn't add jiggle bones. Just animated the breast and hair bones... hey....have you had any problems with your models after exporting and compiling them? I've only been able to successfully import 2 models that don't deform..heres the other one
Dude, I almost thought that was Alexa from RECV O_O
Tue, 11 Jun 2013 01:38:37

tacoshell

anyone know how to convert xnalara maps to sfm?
Tue, 11 Jun 2013 15:01:20

Ganonmaster

"tacoshell" said ...
anyone know how to convert xnalara maps to sfm?
XNALara maps are basically models. You import and export them the same way as this tutorial describes. However, usually you will have to cut the model up into several pieces in 3ds Max or Blender. When you've got all the parts exported to SFM, you put them together in a level using Hammer, set up lighting and all that. It's more work than just porting a model. If you don't know how to do that, it's too early to bother with trying to port maps.
Sun, 23 Jun 2013 00:24:39

Lycan

Was wondering if anyone could help me out with this monstrosity! Basically just converted the model from xnalara through 3ds max (following the helpful guide) and everything seems to work fine except the facial features move independently of the face, when I'd much prefer them to move along with the face! I've just been locking them to the neck as a temporary fix, but it makes the model kinda hard to work with.
Sun, 23 Jun 2013 01:19:37

Pipedude

I've had this happen to me when I ported re6 nude chris. This happens when there are parts of the mesh that don't have a parent or aren't skinned ( this happens when you delete bones) an easy fix ( in the long run) is to make face flexes. I think gannonmaster posted a link to a tut for xna rigged face to source face flexes, but I cant find it so here is the next best thing https://www.youtube.com/watch?v=QIlCOqlGKy8
Fri, 28 Jun 2013 21:10:30

Lokiblade

Ran into another snag. I been dealing with this a for a while and figure I would "fix" it after reformatting my computer which I had been kicking down the road for a while. For whatever reason materials are being brought over to the source model, i'm use blender 2.66 seeing as that where all the latest plugin for this is at are the latest or for. they show up in blender but in the model viewer there are not in the material used drop down. blender model viewer
Tue, 06 Aug 2013 15:26:20

zalhozixixer

I'm having this little problem with the hair of models I converted. Does anyone know how to fix this? I prefer my woman without huge amounts of mascara :| (Great tutorial btw)
Thu, 08 Aug 2013 20:57:27

Ganonmaster

"zalhozixixer" said ...
"Ganonmaster" said ...
Assign a separate material to the eyes in 3ds Max or Blender and create a VMT file to match that material.
I don't have alot of experience with 3ds Max... You dont happen to know a video or tutorial that explains how to do this? '^-^
Yes.
Tue, 06 Aug 2013 04:06:21

Realm

I'm using blender, and I've followed the tutorial as closely as I could, but on export, it doesn't export a "master" .smd file. I've tried with multiple models, and I always get the same result. When I export the model, I get a list like this. I make the the .qc file look like this, like the tutorial says. I even use the full file path for the materials line, just to be sure. I get this error saying that it can't read the .smd file. But when I rename it to match one of the .smd files, like this It compiles only the single part, and something like this shows up in the model viewer The XNAlara importer I'm using I got from the tombraider forums(it was the only one I could find), and the exporter I got is from valve's developer wiki. Can anyone help me figure this out? Did I miss something? Or is there a different importer/exporter I should be using? I'd really like to figure this out. I've got a ton of models that I'd like to port to SFM. I wanted to start porting some so I could upload them, so there's a little more variety in what people are making.
Tue, 06 Aug 2013 16:21:17

Selph80

"zalhozixixer" said ...
I'm having this little problem with the hair of models I converted. Does anyone know how to fix this? I prefer my woman without huge amounts of mascara :| (Great tutorial btw)
The vmts for hair and eyelashes need one of two extra lines. Either use
$translucent 1
for high quality transparency effects or
$alphatest 1
for a bit lesser quality transparency effects. Do note that the translucent effect has the downside of making the entire part of the body that it's applied to see-through (alphatest does this as well, but you can remedy that by setting turning off the ambient occlusion for that part by using:
$ambientocclusion 0
in the vmt) Also note that if you use the translucent effect that you'll have to add an extra line to the qc file as well. Just add
$mostlyopaque
anywhere outside of functions.
Tue, 06 Aug 2013 18:03:34

zalhozixixer

"Selph80" said ...
The vmts for hair and eyelashes need one of two extra lines. Either use
$translucent 1
for high quality transparency effects or
$alphatest 1
for a bit lesser quality transparency effects. Do note that the translucent effect has the downside of making the entire part of the body that it's applied to see-through (alphatest does this as well, but you can remedy that by setting turning off the ambient occlusion for that part by using:
$ambientocclusion 0
in the vmt) Also note that if you use the translucent effect that you'll have to add an extra line to the qc file as well. Just add
$mostlyopaque
anywhere outside of functions.
Thanks for the quick reply, but she still has the blocky hair. I tried both methods, changed the VMT and QC but no difference. The VMT and QC are supposed to look like this right? Or am I missing something? VMT:
"VertexlitGeneric"
{
   "$basetexture" "models/chunli/CNL_d"
   "$bumpmap" "models/chunli/CNL_n"
   "$translucent" 1
}
QC:
$modelname   "chunli/chunli.mdl"

$model chunli "chunli.SMD"

$cdmaterials "models/chunli/"

$sequence idle "chunli" fps 1

$mostlyopaque
Thu, 08 Aug 2013 18:53:19

Ganonmaster

"zalhozixixer" said ...
I toyed around a bit and I managed to make the hair look normal again, but now the eyes have become like this. Can anyone explain me how to make a VMT for the eyes only, so I can fix this?
Assign a separate material to the eyes in 3ds Max or Blender and create a VMT file to match that material.
Thu, 08 Aug 2013 19:46:44

zalhozixixer

"Ganonmaster" said ...
Assign a separate material to the eyes in 3ds Max or Blender and create a VMT file to match that material.
I don't have alot of experience with 3ds Max... You dont happen to know a video or tutorial that explains how to do this? '^-^
Thu, 08 Aug 2013 15:40:43

zalhozixixer

I toyed around a bit and I managed to make the hair look normal again, but now the eyes have become like this. Can anyone explain me how to make a VMT for the eyes only, so I can fix this?
Sat, 17 Aug 2013 14:39:04

maddox991

I have followed the tutorial step by step hovewer when I try to load the model in model viewer I get this error. Any idea what could be causing it? There were no errors during the compile.
Sat, 12 Apr 2014 01:16:50

Ganonmaster

"Kokurokoki" said ...
I haven't been able to find any tutorials online either.
You haven't even done the bare minimum of searching because I've been able to find plenty.
"Kokurokoki" said ...
Do you know what I'm supposed to do after this? I've set up a skeleton to the model, but I'm having trouble rigging it to the mesh.
General rigging and skin weighting help falls outside of the scope of this tutorial. You can watch this tutorial because it seems to be pretty much exactly what you need. So really, all you need to do is parent your meshes to the armature with automatic weights and adjust the skin weighting from their. And in that case you wouldn't even need to export each mesh as a seperate SMD. Now I should mention that I'm not very familiar with Blender, so you might want to ask someone else or look at tutorials yourself. Also, seeing as this thread is more about the Source Engine aspects of basic porting and not about skinning and rigging at all, you might want to ask Blender specific questions in a different thread.
Wed, 11 Sep 2013 19:25:31

alpha629

Thanks for the tutorial writeup! This sure beats spamming requests.
Sat, 31 Aug 2013 22:42:30

shaotek

It's not compiling because you dont have anything in your QC pointing the compiler to where the SMDs are located. You need to add
$cd "FullDirectoryToSMDs" example: $cd "C:\User\Desktop\ModelRips"
to the first line of your QC. You also need to fix your cdmaterials line. It should be something along the lines of
$cdmaterials "models\shaotek\SFM"
for example.
Sat, 31 Aug 2013 20:59:19

Realm

"Realm" said ...
I'm using blender, and I've followed the tutorial as closely as I could, but on export, it doesn't export a "master" .smd file. I've tried with multiple models, and I always get the same result. When I export the model, I get a list like this. I make the the .qc file look like this, like the tutorial says. I even use the full file path for the materials line, just to be sure. I get this error saying that it can't read the .smd file. But when I rename it to match one of the .smd files, like this It compiles only the single part, and something like this shows up in the model viewer The XNAlara importer I'm using I got from the tombraider forums(it was the only one I could find), and the exporter I got is from valve's developer wiki. Can anyone help me figure this out? Did I miss something? Or is there a different importer/exporter I should be using? I'd really like to figure this out. I've got a ton of models that I'd like to port to SFM. I wanted to start porting some so I could upload them, so there's a little more variety in what people are making.
I take it no one knows how to fix my problem then?
Tue, 03 Sep 2013 08:49:20

Realm

"shaotek" said ...
It's not compiling because you dont have anything in your QC pointing the compiler to where the SMDs are located. You need to add
$cd "FullDirectoryToSMDs" example: $cd "C:\User\Desktop\ModelRips"
to the first line of your QC. You also need to fix your cdmaterials line. It should be something along the lines of
$cdmaterials "models\shaotek\SFM"
for example.
Thanks for the help, but it didn't work. The qc always gives me the error "could not load file"C:\User\ModelRips/" I don't know why it's randomly adding a "/" in there, but it's keeping it from going. I did figure out how to fix the problem though. I just listed all of the separate smd files line by line with $model and it worked. I don't know why I didn't just try that before ._.;
Tue, 03 Sep 2013 09:12:02

Lokiblade

realm mind if i take a peak at you qc file. i'm having the same problem and that doesn't seem to be working for me.
Tue, 03 Sep 2013 09:26:29

Realm

"Lokiblade" said ...
realm mind if i take a peak at you qc file. i'm having the same problem and that doesn't seem to be working for me.
No problem. I'm having the problem you were having with the textures though. It only has "Material" listed from the drop down menu.
$modelname "Scarlett.mdl"

$model Scarlett "27_lingerie_0.16.smd"

$model Scarlett "27_head_0.16.smd"

$model Scarlett "27_hair_0.16.smd"

$model Scarlett "27_glasses_0.16.smd"

$model Scarlett "27_eyes_0.16.smd"

$model Scarlett "27_cap_0.16.smd"

$model Scarlett "27_body_0.16.smd"

$cdmaterials "models\Scarlett"

$sequence idle "27_body_0.16.smd" fps 1
For the sequence line, I just put one of the smd files, it doesn't seem to matter which one, and it compiles just fine. Well, except for the textures thing. That may be what's causing the Materials problem.
Sun, 22 Sep 2013 16:09:44

Kahn Bine

"Ganonmaster" said ...
That picture doesn't tell me anything about the problem you're experiencing. Is the arm a separate object, is it still connected to the bone hierarchy? Be more descriptive, please.
All i know is i when to turn her Shoulder_2 and it was bad. and i moved it to look like this. I think it's the bones no weight thing. and i have no idea how to fix it with the $definebone QC and am slowly learning how to use 3d max with it. Do you think Milkshape would be able to fix it?
Sat, 21 Sep 2013 13:58:46

Kahn Bine

"Ganonmaster" said ...
"Kahn Bine" said ...
Alright I did the way you guys showed me and At the .qc flie i did what Hoodling Said do and i still get [snip] Here model's Here if anyone wishest to give it a shot. [url][/url]
StudioMDL doesn't like spaces, numbers and punctuation in model names. Instead of naming all that stuff "Felicia 2.0" just name it "Busty_Felicia".
Alright i got that fix but not it can not find the model. Blender is a bitch... and i've tried to install SMD Exporter to max and it to be bitch. I installed The wallworm_model_tools that Turbotom posted.... and that's where i am not. Now it says Other then that i got everything else right, and sorry to keep come and asking for help, but i've look over alot of Tutortals and nothing has helped. one more time. please help ^^;
Fri, 20 Sep 2013 22:51:25

Kahn Bine

Alright I did the way you guys showed me and At the .qc flie i did what Hoodling Said do and i still get Here is my .qc for her Here model's Here if anyone wishest to give it a shot. [url][/url]
Sat, 21 Sep 2013 06:19:11

Ganonmaster

"Kahn Bine" said ...
Alright I did the way you guys showed me and At the .qc flie i did what Hoodling Said do and i still get [snip] Here model's Here if anyone wishest to give it a shot. [url][/url]
StudioMDL doesn't like spaces, numbers and punctuation in model names. Instead of naming all that stuff "Felicia 2.0" just name it "Busty_Felicia".
Sat, 21 Sep 2013 14:59:50

Ganonmaster

The SMD filenames still have to match the names you put in the QC file. Same for the paths and directories. Make sure they exist and that StudioMDL is looking in the right folders for your SMD files.
Sat, 21 Sep 2013 21:26:33

Kahn Bine

"Ganonmaster" said ...
The SMD filenames still have to match the names you put in the QC file. Same for the paths and directories. Make sure they exist and that StudioMDL is looking in the right folders for your SMD files.
Alright. Anyway I put her aside and tried a differnt model. Made it to the textures part Did as it said in the guide and got this Now this is what i typed in the .vmt file all three have there right Meterial number in them. I messed around with The other .Vmt files from his Xnalara folder and got this these are the only 3 in a .tga file is his folder, everything else is photos...... In the .vmt in this one they have the names of the .vtf files in them. any tips?
Sun, 22 Sep 2013 00:37:18

Ganonmaster

It looks like you used the Normal/Bump map where the basetexture should go.
Sun, 22 Sep 2013 03:19:03

Kahn Bine

Ok.... i'm going to go jump off a brige for my stupidness. I swer i did that. Thank you so much for the help now if only there was away to get DAZ3d models on SFM witch by the way is free right now for a limited time offer on there website http://www.daz3d.com/daz-studio-4-pro/ so if you or anyone you know like to 3d model stuff give it a try. ^^
Sun, 22 Sep 2013 12:44:09

Kahn Bine

so yeah just please point me to the next tutorial so I may fix this. and i'll be out of you're hair ^^
Sun, 22 Sep 2013 13:16:56

Ganonmaster

"Kahn Bine" said ...
so yeah just please point me to the next tutorial so I may fix this. and i'll be out of you're hair ^^
That picture doesn't tell me anything about the problem you're experiencing. Is the arm a separate object, is it still connected to the bone hierarchy? Be more descriptive, please.
Sun, 22 Sep 2013 17:31:47

Ganonmaster

"Kahn Bine" said ...
Do you think Milkshape would be able to fix it?
It doesn't matter in which program you edit your model. That comes down to preference. If you're comfortable working with Milkshape, sure you can try exporting your model from 3ds Max to Milkshape and vice versa. All that matters is that your final export needs to be an SMD file in order for StudioMDL to compile it. I assume that you're completely new to both 3ds Max and Milkshape so I wouldn't bother using Milkshape at all and just keep focussing on 3ds Max.
"Kahn Bine" said ...
All i know is i when to turn her Shoulder_2 and it was bad. and i moved it to look like this. I think it's the bones no weight thing. and i have no idea how to fix it with the $definebone QC and am slowly learning how to use 3d max with it.
It sucks that you've picked an XNALara model with a silly bone structure. Those require some extra work and re-rigging before you can actually use them as expected. This tutorial assumes that the model you import has a straightforward and working bone structure. Unless you're familiar with 3ds Max, I'd say, pick a different model to import. Otherwise, all that's left is for you to learn how to rig a character so you can fix the bone hierarchy and weighting. Also, you don't need $definebones in your QC unless you know and understand what you're doing. Issues concerning modelling and rigging inside of 3ds Max or Blender fall outside the scope of this tutorial, so for further questions regarding modelling and rigging I'd suggest familiarizing yourself with the software, reading documentation and following tutorials. There are enough entry level tutorials out there that will teach you how to do this kind of stuff.
Fri, 21 Feb 2014 17:41:57

kp0988

"Bilge Rat 16" said ...
"kp0988" said ...
I think i just need to reattach them to the bones, but I'm not sure if that's a thing?
Yeah, that's it. In Blender you need to group vertices in vertexgroups and then link the vertexgroups to the bones. By the look of your picture it looks like some vertexgroups are missing or part of the mesh is not linked to them. I recommend watching some basic rigging tutorial, but you can also get a rough idea of what needs to be done here (skip to about half of it. It's for Blender 2.49 so the interface is different, but apart from that it's the same procedure).
Ah, so I was on the right track with thinking that. Thanks, I'll give that a look over, and see what happens. :)
Fri, 21 Feb 2014 17:03:34

Bilge Rat 16

"kp0988" said ...
I think i just need to reattach them to the bones, but I'm not sure if that's a thing?
Yeah, that's it. In Blender you need to group vertices in vertexgroups and then link the vertexgroups to the bones. By the look of your picture it looks like some vertexgroups are missing or part of the mesh is not linked to them. I recommend watching some basic rigging tutorial, but you can also get a rough idea of what needs to be done here (skip to about half of it. It's for Blender 2.49 so the interface is different, but apart from that it's the same procedure).
Fri, 10 Jan 2014 14:43:05

Deventh

Can anyone help me please? I am trying to port my first model, but I am having some issues at the end. Everything seems to be fine except that the neck disappears and eyelashes and hair is not how they should be. Here is a comparison picture of how it should be and how it is: I am doing everything by the book and I don't see what I did wrong...
Fri, 10 Jan 2014 15:37:07

BlueLight

I'm a modelling scrub, but I've seen this before. The normals on her neck are inverted.
Sat, 11 Jan 2014 11:08:18

Deventh

I think I can fix the neck, but the other 2 things (eyelashes and hair) don't know how. Can anyone help me with this?
Mon, 13 Jan 2014 11:29:37

Aian

For the hair you need to modify your .vmt file related to eyelashes and hair, add this line
$translucent 1
and it will work fine.
Thu, 16 Jan 2014 23:22:11

Deventh

"Aian" said ...
For the hair you need to modify your .vmt file related to eyelashes and hair, add this line
$translucent 1
and it will work fine.
That kind of worked! But her eyelashes kind of disappeared after that.
Fri, 21 Feb 2014 11:16:24

kp0988

"Vitezislav" said ...
To change how bones will look in Blender, select the armature object, go to armature tab and select Othahedral
Thanks, that's how you do that. :) My pressing issue is that his hips don't move with the rest of him. I think i just need to reattach them to the bones, but I'm not sure if that's a thing?
Fri, 24 Jan 2014 08:39:01

GhostSignals

Very nice and helpful! Let's say that I'm porting a model for SFW purposes--I want to keep the weapon in its hand, but unfortunately, the weapon's blade is invisible. I don't know what the issue could be, but I would very much like to solve this issue.
Fri, 24 Jan 2014 09:01:12

Ganonmaster

Seems like a translucent material to me.
Fri, 24 Jan 2014 09:18:29

GhostSignals

"Ganonmaster" said ...
Seems like a translucent material to me.
fury was able to help me out. didn't get back to this page to snip fast enough. :lol:
Fri, 24 Jan 2014 09:50:42

Ganonmaster

"GhostSignals" said ...
"Ganonmaster" said ...
Seems like a translucent material to me.
fury was able to help me out. didn't get back to this page to snip fast enough. :lol:
It would be great if you actually shared the solution so people with the same problem can find it in the future.
Fri, 24 Jan 2014 09:53:42

vaako

Wrong texture applied to mesh is all.
Fri, 24 Jan 2014 09:56:22

Pipedude

I do know that 3ds max can go stupid with XNA imports if the materials use the diffuse mat as the opacity.
Thu, 30 Jan 2014 16:37:40

Bilge Rat 16

Alright, I'm trying to learn and I got stuck fairly early in the process. Two questions for now: -I'm using Blender, but it doesn't seem to export models as a single SMD file, more like a series of several body parts instead (e.g. 24_body.smd, 24_face.smd, 24_pants.smd etc). It happened with both Xnalara models I've tried so far. Is that normal? -I picked the largest SMD exported and tried to compile it anyway. Didn't work, obviously. Here's my QC
$modelname   "test/Juri.mdl"

$model Juri "24_body_0.5_0_0.SMD"

$cdmaterials "models/juridlc/"

$sequence idle "Juri" fps 1
Aaand Studiomdl gives me this error. Halp?
Thu, 30 Jan 2014 16:55:39

Selph80

$sequence idle "Juri" fps 1
You need to replace Juri with the name of the smd file (in this case "24_body_0.5_0_0"). Also, I think this will only compile part of the model into source. You can technically list multiple models underneath each-other to compile them into 1 source model. I.E. $model Juri "24_body_0.5_0_0.SMD" $model Juri "24_body.smd" $model 24_face.smd" etc. However I'm not sure if that's the best way to go about it (I use 3DSMax myself, so a Blender user will probably be of more help to you)
Thu, 30 Jan 2014 18:00:21

Bilge Rat 16

"Selph80" said ...
$sequence idle "Juri" fps 1
You need to replace Juri with the name of the smd file (in this case "24_body_0.5_0_0"). Also, I think this will only compile part of the model into source. You can technically list multiple models underneath each-other to compile them into 1 source model. I.E. $model Juri "24_body_0.5_0_0.SMD" $model Juri "24_body.smd" $model 24_face.smd"
Ah, thanks, that worked. Kind of. The model loads in SFM, lots of issues with rigging, bones position and orientation though. Probably model-specific, but I can't be sure. I'll try some other models.
Sun, 02 Feb 2014 04:31:54

SynjoDeonecros

I'd like to know how to do the reverse, port models from Source Filmmaker to XNALara. I have Source Filmmaker, but I dunno how to run it, and it looks like I'm going to need garry's mod for it, which I can't afford, right now.
Sun, 02 Feb 2014 13:59:34

Ganonmaster

"SynjoDeonecros" said ...
I'd like to know how to do the reverse, port models from Source Filmmaker to XNALara. I have Source Filmmaker, but I dunno how to run it, and it looks like I'm going to need garry's mod for it, which I can't afford, right now.
Basic process: [list:y8mjf09a][*:y8mjf09a]Decompile Source models[/*:m:y8mjf09a] [*:y8mjf09a]Convert textures[/*:m:y8mjf09a] [*:y8mjf09a]Import models into 3ds Max or Blender[/*:m:y8mjf09a] [*:y8mjf09a]Export in XNALara format[/*:m:y8mjf09a][/list:u:y8mjf09a] Decompiling is done using Crowbar and importing into is done using the same SMD plugins mentioned in the first post of this thread. Converting textures is done using VTFEdit. For everything else, I suggest visiting the Tombraider forums, because I don't know shit about exporting models for XNALara.
Sun, 02 Feb 2014 15:10:57

SynjoDeonecros

I'm looking, but all I'm finding are tutorials on how to import XNALara models to Blender to convert them to other formats, not the other way around. I can't even find an export script for Blender for this purpose.
Sun, 02 Feb 2014 15:23:17

Ganonmaster

Sun, 02 Feb 2014 16:17:25

SynjoDeonecros

Well, I figured out what I was doing wrong with the export scripts not showing up, but now I have a problem; I get an error whenever I try to export the models, and while the files are there, they won't show up on the list when I try to load them up into XNALara. I know I'm doing something wrong, I just dunno what, yet.
Sun, 02 Feb 2014 16:58:28

Ganonmaster

"SynjoDeonecros" said ...
Well, I figured out what I was doing wrong with the export scripts not showing up, but now I have a problem; I get an error whenever I try to export the models, and while the files are there, they won't show up on the list when I try to load them up into XNALara. I know I'm doing something wrong, I just dunno what, yet.
Are they ascii files or bin files?
Thu, 06 Feb 2014 15:36:58

lyutor1945

HI to all. I had a problem with the textures. Please tell me how to fix it.
Thu, 06 Feb 2014 15:40:53

Vitezislav

Did you add $mostlyopaque in your QC file? In your vmt file are you using an enviroment mask? If so remove it.
Thu, 06 Feb 2014 16:15:35

Selph80

"lyutor1945" said ...
HI to all. I had a problem with the textures. Please tell me how to fix it.
Looks to me like a missing normal map. Is the path for the normal maps set correctly in the vmt files?
Thu, 06 Feb 2014 17:43:06

lyutor1945

"Vitezislav" said ...
Did you add $mostlyopaque in your QC file? In your vmt file are you using an enviroment mask? If so remove it.
"Selph80" said ...
"lyutor1945" said ...
HI to all. I had a problem with the textures. Please tell me how to fix it.
Looks to me like a missing normal map. Is the path for the normal maps set correctly in the vmt files?
The VMT file is fine. The problem was in the texture. I took the texture of another model. Everything is working now. Thanks for the tips guys :)
Fri, 07 Feb 2014 21:57:10

Horsey

Stupid question but: Is there any good way to scale the imported Xnalara model in blender to normal TF2 model size? Other than importing a reference SMD model and scaling the imported model up in Blender?
Fri, 07 Feb 2014 22:12:27

Ganonmaster

"Horsey" said ...
Is there any good way to scale the imported Xnalara model in blender to normal TF2 model size? Other than importing a reference SMD model and scaling the imported model up in Blender?
Say you don't want to import a reference model, you would still need to have some kind of reference point to know which size to scale the model to. So you'd have to use Blender units to gauge how tall the model is, and how tall it should be. If you don't want to scale the model in Blender, you can use the $scale command in your QC file. Note that face flexes will break if you compile SMD/VTA with the scale command. You can use the DMX format to get around this.
Sun, 09 Feb 2014 22:09:36

Horsey

"Ganonmaster" said ...
"Horsey" said ...
Is there any good way to scale the imported Xnalara model in blender to normal TF2 model size? Other than importing a reference SMD model and scaling the imported model up in Blender?
Say you don't want to import a reference model, you would still need to have some kind of reference point to know which size to scale the model to. So you'd have to use Blender units to gauge how tall the model is, and how tall it should be. If you don't want to scale the model in Blender, you can use the $scale command in your QC file. Note that face flexes will break if you compile SMD/VTA with the scale command. You can use the DMX format to get around this.
Thanks, worked well!
Wed, 12 Feb 2014 02:13:25

Horsey

So my Xnalara to SFM port becomes transparent when I add phong to the vmt. Is there any way around this? The most common answer is to turn off ambient occlusion but that seems like a worse option than deleting the phong entirely. Is there any rhyme or reason as to why this happens for some imported models but not others?
Wed, 12 Feb 2014 02:53:57

Ganonmaster

"Horsey" said ...
So my Xnalara to SFM port becomes transparent when I add phong to the vmt. Is there any way around this? The most common answer is to turn off ambient occlusion but that seems like a worse option than deleting the phong entirely. Is there any rhyme or reason as to why this happens for some imported models but not others?
Make sure you add $mostlyopaque to your QC file.
Thu, 13 Feb 2014 05:33:17

Horsey

"Ganonmaster" said ...
"Horsey" said ...
So my Xnalara to SFM port becomes transparent when I add phong to the vmt. Is there any way around this? The most common answer is to turn off ambient occlusion but that seems like a worse option than deleting the phong entirely. Is there any rhyme or reason as to why this happens for some imported models but not others?
Make sure you add $mostlyopaque to your QC file.
Seems to have done the trick, thanks!
Thu, 20 Feb 2014 02:10:30

iHeffnoidea

Many thanks, this was great help [spoiler:3l2ff0cm]now I heff ideas[/spoiler:3l2ff0cm]
Fri, 21 Feb 2014 02:17:58

kp0988

Hi all, I've been porting props and such for the last few days, and I figured why not try my hand at another model. I have two problems, that I'm not sure of what to google about to fix them. First one: Not sure what that is about, or what to look for. The second is that when I open it in SFM, all the selectable bones are just a pile of points around the pelvis area. They'll still move the joints they're rigged for, it's just a bit odd. I figured, ask here, so if it's a thing with other people, this is all in one area about porting models. Thanks for whatever help you can give. :)
Fri, 21 Feb 2014 06:31:01

Vitezislav

To change how bones will look in Blender, select the armature object, go to armature tab and select Othahedral
Sat, 22 Feb 2014 09:44:33

Vitezislav

What you can do to check is select the object mesh and go into weight paint mode. Select the bone that you think should control that section and if you don't see any colors, but it remains dark blue, it means that the bone is not attached to the object. You can try selecting the object and armature, press control+p and select automatic weights. If that doesn't solve it, you will have to manually weight paint it.
Sat, 22 Feb 2014 17:48:47

kp0988

"Vitezislav" said ...
What you can do to check is select the object mesh and go into weight paint mode. Select the bone that you think should control that section and if you don't see any colors, but it remains dark blue, it means that the bone is not attached to the object. You can try selecting the object and armature, press control+p and select automatic weights. If that doesn't solve it, you will have to manually weight paint it.
Thanks. Yea, I ended up having to manually assign the broken regions. It fixed that problem, but there's a slew of other ones to deal with, so I'm going to put that on the back-burner for a while.
Sun, 02 Mar 2014 16:32:10

kp0988

Okay, I'm getting the hang of some of this stuff, but I have a new thing? After I compile a human model, the bones just seem to pile around the pelvis/middle area of the model? I can still select them, and they'll rotate the joints/limbs, they just don't line up when I looking at them in SFM, or the Model Viewer. Have I just missed something, or is there more t the qc I need to figure out? Edit 2: I figured it out. Seems Blender wasn't scaling properly, so the skeleton was super-small, while the rest of the model was sized properly.. Edit: In Blender the skeleton is fine, I can pose and it deforms the mesh properly, it's just after I compile it. These bones just pile around the base of the model instead.
Sat, 08 Mar 2014 19:31:36

Bilge Rat 16

I have a little problem. A model I want to port doesn't come in ascii format, just mesh and org. Blender can't open those. Exporting as ascii from XPS breaks some vertexgroups. What do I do?
Sun, 09 Mar 2014 02:31:37

Ganonmaster

"Bilge Rat 16" said ...
I have a little problem. A model I want to port doesn't come in ascii format, just mesh and org. Blender can't open those. Exporting as ascii from XPS breaks some vertexgroups. What do I do?
Doesn't XPS come with a command line utility to convert mesh files to ascii? Other than that, seeing as these importers are just hacked together by the community, there's little you can do besides trying the 3ds max importer.(although it's just as reliable) Or you could rewrite the blender python importer to accept .mesh inputs. Maybe use the .mesh maxscript importer for 3ds max as a reference.
Mon, 10 Mar 2014 15:05:05

Bilge Rat 16

"Ganonmaster" said ...
Doesn't XPS come with a command line utility to convert mesh files to ascii?
Not that I know, but I found a working converter on the tombraider forums, so all is well.
Tue, 08 Apr 2014 11:28:41

blackenedfire

I will add that this tutorial does indeed work for 3D max. The only issue I have faced is Diao Chan has no eye details. Any suggestions?
Tue, 08 Apr 2014 09:52:08

blackenedfire

Hi, I am having problems with this I'm wondering if you could tell me what I am doing differently. I will explain everything I did in as much detail as possible. For Xnalara (or XPS* in this case) and Blender 2.7 *if you don't know XPS is essentially the exact same program as Xnalara but basically has more options (such as changing parts of models) and some models are XPS only as you may know. 1. The immediate link to the Xnalara importer/exporter is now dead on the Xnalara forums, however, the link to the files you need are on the same thread; namely this one: http://www.mediafire.com/?xx4u3xulht4gso9 To thread: The new link: 2. You cannot import Xnalara models straight into Blender using the scrips linked you must first go into Xnalara (or XPS) and export the model as the correct file type (mesh.ascii). It is also preferable to create a new folder in which to export your file. This folder will only contain the mesh.ascii file that you exported so you must copy and paste all of the other files that come with the original model into the export folder. Exporting: Export folder with all original files: 3. To install the import script you must first place it into your blender/scripts folder but I have seen it differ substantially with different versions (mine, for example, is program files/blender foundation/blender/2.70/scripts. When the files are installed, open blender. File/User preferences and select the Addons tab. Find your script in the list and tick the box. If it isn't there make sure the script is in the right folder. I can use older versions of the script with 2.70 in case you're wondering. You open blender and import the exported xnalara model. When in blender you will have around 20-50 individual files to export. This leads to problems for me because looking at your screenshot it seems to give you the option to export your model as a single .SMD file in 3D max that you can name. With Xnalara models in Blender this is automatically set to export lots of individual items: How the files are automatically exported: 3a. Reading this: https://developer.valvesoftware.com/wik ... xportables It provides some clues but I have not found anything I can do to export the group as a single SMD if it is even possible at all. First clue: Second Clue: 3a1. If I continue I must first define and export path - I chose to name my folders identically to the tutorial except renaming the franchise and character. Where to find the option in 2.70: 3a2. Choosing to export anyway (even though it is doomed to fail due to the fact it is not a single .SMD) I will receive the following notification. It is worthy of note but I have been informed it is nothing to worry about; I don't know if that is true. The notification: 4. When creating the QC file, using Windows 7 anyway, it did not become a QC file until I saved it with notepad++ so I would say it is 100% essential and not optional to have notepadd++ (for me at least). 4a. It also notes in the tutorial here when creating a QC files one of the lines: "...tells StudioMDL the name of the model we are about to create, and the name of our SMD file. In this case, my model's name is Renoah and her SMD file has the same name. If your character's name is 'Lara', and your SMD file name is 'Lara_croft.smd', you just edit the line and fill those in instead." Again this is a problem if we have more than one SMD file so it doesn't apply. Naturally this is indeed what causes the problems. The name of my SMD files is a list a lot longer (for a small model). Exported .SMD files: The .qc file shown in notepad++ 4a1. Should I continue with this anyway it will stop exactly where I thought it would - it can't find the .SMD file because it doesn't exist. The error message from the bin part of the tutorial: So I can see what the problem is but I cannot for the life of me find the solution. I appreciate that this tutorial is over a year old so I can understand how problems may arise; this is why I included as much detail as possible.
Fri, 11 Apr 2014 23:09:50

Kokurokoki

"blackenedfire" said ...
I will add that this tutorial does indeed work for 3D max. The only issue I have faced is Diao Chan has no eye details. Any suggestions?
Did you forget to UV map the eyes onto the model?
"Ganonmaster" said ...
"Kokurokoki" said ...
How would you compile a mesh with multiple parts? Do I need to join them into a single mesh before porting?
No. As long as they share the same skeleton, you can export them separately and add a $model variable for each smd in your QC file.
Do I have to keep adding a $model before each additional smd?
Fri, 11 Apr 2014 23:25:04

Ganonmaster

"Kokurokoki" said ...
"blackenedfire" said ...
I will add that this tutorial does indeed work for 3D max. The only issue I have faced is Diao Chan has no eye details. Any suggestions?
Did you forget to UV map the eyes onto the model?
My guess is that he didn't set the transparency for his material.
"Kokurokoki" said ...
"Ganonmaster" said ...
"Kokurokoki" said ...
How would you compile a mesh with multiple parts? Do I need to join them into a single mesh before porting?
No. As long as they share the same skeleton, you can export them separately and add a $model variable for each smd in your QC file.
Do I have to keep adding a $model before each additional smd?
The Christie model I recently released is made of two SMD files. The head and the body. Example:
$model christie "christie.smd"
$model head "head.smd"
Both have their own $model entry in the qc file, and any additional smd would also have an entry. This should work for your model too.
Fri, 11 Apr 2014 23:39:14

Kokurokoki

"Ganonmaster" said ...
Both have their own $model entry in the qc file, and any additional smd would also have an entry. This should work for your model too.
Ah I see. Does this mean that I have to set a %sequence_idle for each of the smds as well?
Fri, 11 Apr 2014 23:59:04

Ganonmaster

"Kokurokoki" said ...
"Ganonmaster" said ...
Both have their own $model entry in the qc file, and any additional smd would also have an entry. This should work for your model too.
Ah I see. Does this mean that I have to set a %sequence_idle for each of the smds as well?
No.
Sat, 12 Apr 2014 00:26:42

Kokurokoki

So I've been able to successfully compile the model. All that's left for me to do is to properly rig the skeleton to the model. Unfortunately it hasn't worked out right when I port the model. I've made a custom skeleton for my lightning model but I'm having trouble rigging it to the model. I haven't been able to find any tutorials online either. Do you know what I'm supposed to do after this? I've set up a skeleton to the model, but I'm having trouble rigging it to the mesh.
Sat, 12 Apr 2014 19:09:30

Kokurokoki

Thanks for the tutorial. I've watched a similar one (although it didn't go as in-depth) but I wasn't sure if it was applicable to source. Another question though. What's the difference between using a single mesh and using one with multiple parts? I recall that one of the models you did had two parts: the head and the body. Is there any reason for doing that? Or is it purely preference?
Sat, 12 Apr 2014 20:43:27

Ganonmaster

"Kokurokoki" said ...
Another question though. What's the difference between using a single mesh and using one with multiple parts? I recall that one of the models you did had two parts: the head and the body. Is there any reason for doing that? Or is it purely preference?
You can use multiple smd files in case you want to reuse parts of the model for different meshes. Or sometimes when you want to use bodygroups. For the Christie model it was partially preference and partially necessity. I used the body from Barbell's Momiji model and I wanted to preserve the flexes he had for that model.(the sliders that control the belly/breast size, pussy stretch, etc.) So I took his model, removed Momiji's head and aligned the head of the Christie model to fit in its place. Then I created a separate set of flexes for the head. Finally, in my QC file I added two $model instances for each smd file, so that they could both have a different set of flexes.
Sun, 13 Apr 2014 02:42:35

Kokurokoki

"Ganonmaster" said ...
"Kokurokoki" said ...
Another question though. What's the difference between using a single mesh and using one with multiple parts? I recall that one of the models you did had two parts: the head and the body. Is there any reason for doing that? Or is it purely preference?
You can use multiple smd files in case you want to reuse parts of the model for different meshes. Or sometimes when you want to use bodygroups. For the Christie model it was partially preference and partially necessity. I used the body from Barbell's Momiji model and I wanted to preserve the flexes he had for that model.(the sliders that control the belly/breast size, pussy stretch, etc.) So I took his model, removed Momiji's head and aligned the head of the Christie model to fit in its place. Then I created a separate set of flexes for the head. Finally, in my QC file I added two $model instances for each smd file, so that they could both have a different set of flexes.
Oh okay. In my case, the Lightning model came in multiple parts. I'll list them below. - Hair: Self-explanatory; includes eyebrows. - Cloth: This is part of her clothing, I believe it included her sleeves and gloves. - Leather: The chest piece of the armor and some more clothing - Cape: The cape the falls down her left shoulder. - Skin: The parts of her skin that are exposed. Her body and face are all grouped into one - Eyes: Self explanatory - Sign: This is her insignia that is on her chest piece. I dunno why it came seperately but it might have something to do with the game files from the original Lightning Returns game. It seems that this is a product of the game engine, but it could have been the way the model was ported into XNALara as well. I'm wondering if it would be better to just fuse all of these meshes together for the sake of better exporting. I feel like I'll need to export the eyes, hair, and symbol separately though as they utilize separate textures files. I'm wondering, would the textures would still be aligned properly in source if I merged all the meshes together?
Sun, 13 Apr 2014 03:06:05

Ganonmaster

"Kokurokoki" said ...
It seems that this is a product of the game engine, but it could have been the way the model was ported into XNALara as well.
I remember the last few Final Fantasy games as being dress-up games, so that's probably why they are might have been separate components.(for all of the outfits and shit) BUT I also remember that there is an option in the Blender XNALara script that allows you to import everything as a separate object, so it might have split off there.
"Kokurokoki" said ...
I'm wondering if it would be better to just fuse all of these meshes together for the sake of better exporting.
If you're not going to do any bodgroups for it, there's no real reason to in your case.
"Kokurokoki" said ...
I feel like I'll need to export the eyes, hair, and symbol separately though as they utilize separate textures files.
No, that's dumb. A 3d mesh can have multiple textures. Most, if not all 3d software supports that, including Blender and 3ds Max. I think the texture limit on a single mesh in the Source Engine is around 32. To export them separately will just overcomplicate matters, especially the eyes.
"Kokurokoki" said ...
I'm wondering, would the textures would still be aligned properly in source if I merged all the meshes together?
Yes. I see no reason why they wouldn't.
Sun, 13 Apr 2014 11:50:52

mxm4shoot

Thank you very much, my friend. :bravo:
Mon, 14 Apr 2014 00:56:39

Kokurokoki

"Ganonmaster" said ...
I remember the last few Final Fantasy games as being dress-up games, so that's probably why they are might have been separate components.(for all of the outfits and shit) BUT I also remember that there is an option in the Blender XNALara script that allows you to import everything as a separate object, so it might have split off there.
Yeah. Lightning Returns is one of those games where you can play dress-up with Lightning. Its strange though, because it seems like each model uses different skin meshes anyway. I'll have to download some more XNALara models to compare them with Lightning. Hopefully if they release enough costumes, we might be able to piece all the skin meshes together to get a real nude lightning with an accurate body while limiting all the reconstruction we might have to do. The XNALara script for blender has the option to import everything as one mesh. Although I imported it as a seperate mesh just in case it overwrote the textures. I guess I'll just join them later when I'm ready to export the model.
"Ganonmaster" said ...
If you're not going to do any bodgroups for it, there's no real reason to in your case.
Ok. I don't plan to do bodygroups for anything but the hair.
"Ganonmaster" said ...
No, that's dumb. A 3d mesh can have multiple textures. Most, if not all 3d software supports that, including Blender and 3ds Max. I think the texture limit on a single mesh in the Source Engine is around 32. To export them separately will just overcomplicate matters, especially the eyes.
Ok. So I can merge everything together and be a-okay in Source? That's good to hear. Writing the QC file was a bit tedious with having to name every single smd file that I imported.
"Ganonmaster" said ...
Yes. I see no reason why they wouldn't.
Alright.
Tue, 15 Apr 2014 10:31:30

blackenedfire

"Kokurokoki" said ...
"blackenedfire" said ...
I will add that this tutorial does indeed work for 3D max. The only issue I have faced is Diao Chan has no eye details. Any suggestions?
Did you forget to UV map the eyes onto the model?
It's likely to be that or something similar although I have no idea what I'm doing yet - I'll look for more tutorials on UV maps and eye textures. Here's a look at the files I have for Diao Chan and other Dynasty Warriors models.
Thu, 17 Apr 2014 23:49:35

Kokurokoki

"blackenedfire" said ...
"Kokurokoki" said ...
"blackenedfire" said ...
I will add that this tutorial does indeed work for 3D max. The only issue I have faced is Diao Chan has no eye details. Any suggestions?
Did you forget to UV map the eyes onto the model?
It's likely to be that or something similar although I have no idea what I'm doing yet - I'll look for more tutorials on UV maps and eye textures. Here's a look at the files I have for Diao Chan and other Dynasty Warriors models.
No no no. It's quite easy actually. :) Select the mesh for the eyes, go into the uv/image editor (if you are using Blender), then press tab to switch to edit mode, then browse for your image at the bottom of the window until you find your eye texture. Click on it, and it should automatically be mapped to the model and be visible when you look at it. Since you're not building a model from scratch, all the textures are already mapped for you. You must be in edit mode with the mesh highlighted for it to be mapped to the selected texture. By the way, I noticed that my model's cape is transparent on one side where the textures don't come through. Is that going to be a problem if I port it over to GMod/SFM?
Fri, 18 Apr 2014 10:26:28

Reload

well guys its my first try to make one port to SFM...i having trouble in the end ... all go right but in the end the model become like this......a lot of bugs in the mesh and with all textures inverted
Mon, 28 Apr 2014 20:58:02

Valnoressa

Replying to show my gratitude! Managed to get some models from WoW imported to SFM because of this guide. Thanks Ganon! ^_^
Wed, 07 May 2014 07:03:32

chimi

Hello, thanks for your tutorial, it is very helpful! I obtained some xnalara models I decided to try out utilizing this method, and it works fine. However when I have opened the model in the source SDK model viewer, all the materials are only listed as "Material__23" "Material__48" and so on, with no other names. Meanwhile the texture files have completely different names. Have I missed something or am I doomed to trial-and-error my way through this?
Sat, 17 May 2014 23:03:49

FluffyBunny

I'm trying my hand at importing my own models into SFM using Ganon's tutorial here, and I got the model to show up in the model viewer, but I was wondering why the 'missing texture' texture is so crazy looking. Also, while compiling the model I saw a warning message about too many vertices. Could that be an issue or am I just worrying about nothing?
Mon, 19 May 2014 12:37:29

chainsawgutsfuck

"FluffyBunny" said ...
I'm trying my hand at importing my own models into SFM using Ganon's tutorial here, and I got the model to show up in the model viewer, but I was wondering why the 'missing texture' texture is so crazy looking. Also, while compiling the model I saw a warning message about too many vertices. Could that be an issue or am I just worrying about nothing?
Looks to me like that Chess pawn is ridiculously huge, hence the vertex warning and fact the base "untextured" texture is such a small scale. Probably try reducing the scale by 1,000% and/or simplifying the model if it's got lots of vertices... for the record, how many does it have?
Mon, 19 May 2014 21:03:21

FluffyBunny

If I'm reading the info right, it says it has 1,217 vertices. Although, I do have a subsurface modifier on and once I apply that, I get 19,500 some vertices, which is probably a little too many. In order to get the scale, I imported a TF2 model into my Blender project and scaled the pawn (in edit mode) to an appropriate size in relation to the character model. I've been looking into how I can simplify it into fewer polygons but haven't been having much luck.
Wed, 21 May 2014 07:59:27

chainsawgutsfuck

"FluffyBunny" said ...
If I'm reading the info right, it says it has 1,217 vertices. Although, I do have a subsurface modifier on and once I apply that, I get 19,500 some vertices, which is probably a little too many. In order to get the scale, I imported a TF2 model into my Blender project and scaled the pawn (in edit mode) to an appropriate size in relation to the character model. I've been looking into how I can simplify it into fewer polygons but haven't been having much luck.
The subsurface modifier is what's causing the problem; you've basically got a ridiculously hi-res pawn model in something that doesn't really need such levels of definition. A lot of programs will apply those modifiers when rendering, but trying to export actual models with that many vertices to pose and play with in something like SFM will, at best, make things extremely slow. ;(
Fri, 23 May 2014 13:20:51

FluffyBunny

"chainsawgutsfuck" said ...
The subsurface modifier is what's causing the problem; you've basically got a ridiculously hi-res pawn model in something that doesn't really need such levels of definition. A lot of programs will apply those modifiers when rendering, but trying to export actual models with that many vertices to pose and play with in something like SFM will, at best, make things extremely slow. ;(
Okay, that makes a lot of sense. I've found some tips on lowering the poly count so I'll continue to mess with that. Thanks for the help.
Fri, 23 May 2014 16:21:29

chainsawgutsfuck

No problem! I do have a legitimate question actually, the main reason I made this account alongside reading this tutorial; Is there any real benefit to using shapekeys for things like the face / mouth in SFM as opposed to bones? I know what they are and how to do them, but in XNALara bones were the only way to pose faces so I got used to it... is it worth making shapekeys for various emotes or not? On top of that, I haven't actually tried in SFM yet but would both bones AND shapekeys work?
Fri, 23 May 2014 16:55:46

Pipedude

"chainsawgutsfuck" said ...
No problem! I do have a legitimate question actually, the main reason I made this account alongside reading this tutorial; Is there any real benefit to using shapekeys for things like the face / mouth in SFM as opposed to bones? I know what they are and how to do them, but in XNALara bones were the only way to pose faces so I got used to it... is it worth making shapekeys for various emotes or not? On top of that, I haven't actually tried in SFM yet but would both bones AND shapekeys work?
Ok so one of the big features of sfm is character rigging - similar to what you'd find in other 3d apps (biped/CAT for 3ds, HumanIK for maya etc etc) and sfm is picky about what controls are what, so usually in my experience if the model uses bones that don't fit well withing the constructs of the rig it makes sfm lag to hell. But if you use shapekeys/flexes sfm will have no problem. What I end up doing sometimes is using both where I make the shapekeys/flexes and then use the bones to adjust as needed as I go along.
Tue, 27 May 2014 09:30:38

knogga

hi everyone. I´ve got a little problem with that Studiomdl.bat and QC file step. I always get that error while usin Stuidomdl: "Aborted processing on". I tried to find some help in different forums, but didn´t found some help I were able to understood :/ Have someone an advise or knows how to delete that error?? Here´s my QC File content: here´s the error in studiomdl.bat can someone help me please?
Tue, 27 May 2014 09:53:54

Ganonmaster

"knogga" said ...
I always get that error while usin Stuidomdl: "Aborted processing on".
The actual error is one line above that. It can't find the Jacob_Taylor.SMD file.
Tue, 27 May 2014 10:14:59

knogga

"Ganonmaster" said ...
"knogga" said ...
I always get that error while usin Stuidomdl: "Aborted processing on".
The actual error is one line above that. It can't find the Jacob_Taylor.SMD file.
Aah now I understand! Thank you Ganonmaster! :D It works now, thank you! :)