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Thread: Clipping/animation problem with 100% bound head items

  1. #1
    Basic Member
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    Aug 2014
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    Clipping/animation problem with 100% bound head items

    There seem to be a bug with items animation/skinning, I noticed the head slot on Mirana for exemple clips with her head while it is 100% bound to the same head bone as her base model in the run animation, here is an in game gif and a screenshot from the importer model viewer (though I noticed it works fine in the model viewer through the asset browser), it looks like the items' animation is offset.
    http://i.imgur.com/S5GbJSg.gifv
    http://i.imgur.com/5bjbKM4.jpg
    Same thing happens on TA and Naga, all the 3 head items I tested didn't have any issue in source 1.

  2. #2
    Basic Member
    Join Date
    Sep 2013
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    80
    Make sure you don't also have everything skinned to "100%" to the root bone as well. If you export to smd and then re-import and a vertex has no skin data it defaults to the root bone and if you don't remove that skinning prior to skinning to the head bone, it'll do a mix of the 2 weights, resulting it what you've shown on the gif.

  3. #3
    Basic Member belkun's Avatar
    Join Date
    Nov 2011
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    23
    Just tested out two completely different Mirana head items which were working absolutely fine on Source 1, and indeed, the issue is happening on the exact same spot. There are no issues when checking the model through the regular model viewer after importing, however, the bug is present on the importer model viewer, which makes me think it's not an issue with skinning, but the importer preview.

  4. #4
    Valve Developer
    Join Date
    Aug 2014
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    98
    Thanks for the bug report. This should be fixed with today's update.

  5. #5
    Basic Member
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    Aug 2014
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    Thank you for the fix ! It works correctly in the importer model viewer now, however it is still clipping in game. Here is a gif after today's patch : http://i.imgur.com/eMQjcYF.gifv

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