I've been using 3DS max for over a year now and thought I would make the leap to blender. Its a learning curve, but so far its impressed me.
I've tried doing more TF2 modelling in Blender but came across an issue.
I import the spy arms smd into blender, it sets the origin point in the centre of the screen as you can see, far away from the arms.
I then import my model which I made and fit it inside the hand to start animating.
I have attached a weapon bone (however its not named weapon bone yet, just bone) to the object, make the weapon bone a child of the root bone and then skinned the bone to my object. So far so good.
But when I export the smd, compile and view in HLMV, its not right, as you can see.
In blender the sword is in the hand perfectly. But when I export and compile, it moves the sword to the origin point of the arms. Why?
Any ideas?
Replies
also why would you want to move to blender if your already a max user?
are you just using blender for animation and exporting?
just asking since i find blender modeling tools to be pertty far behind everything else like max or maya silo.
i cant denie the interface is efficient and i like how the interaction with tools works especially not needing to use a transformation widget for simple operations and how it handles numerical transformations. but missing what i would consider a lot of basic polygon modeling tools and the lack of n-gon support ruins any efficiency gains i get in other areas.
ya i know it is possible to get it to match up since i did work on some hats way back when tf2 did the polycount update, but i got no clue what i did to make it work.
your using 2.57 and http://code.google.com/p/blender-smd/ right?