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What I am trying to do:

Import a model from blender into Garry's Mod (a video game). I applied a basic skeleton with the proper format needed to port a model into the game:

When I fixed the model to port into the game, I used a strict skeleton implemented in most player models in the game, so the armature for the model is not custom and I was forced to copy and paste to maintain the games format.

enter image description here

The model looks fine in a 't-pose', the pose it was rigged on in blender, the one pictured above or, in game, below:

enter image description here

When the model attempts to run animations like holding a weapon, the textures stretch:

enter image description here

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    $\begingroup$ IDK what you mean by “forced to copy and paste to retain the game format.” I’ve imported models like this before. I suspect this is the cause of the mesh stretching problem. Can you explain it in more detail? $\endgroup$
    – TheLabCat
    Commented Aug 16, 2023 at 11:06
  • $\begingroup$ So versus using rigify or mixamo to rig my model, I copy and paste a skeleton from one of the working player models in the game and rig it to that so I dont have to worry about animations/formatting verticies/and rigging bones myself. I simply transform the object (my model) in edit mode to fit the bone structure and it ports just fine. $\endgroup$
    – Shaneless
    Commented Aug 16, 2023 at 11:28
  • $\begingroup$ I could custom rig animations but the problem is the server I plan to implement this into usually ports with the basic animations, so it would not fit their format: I am constrained to not being able to create new animations or custom rig my model. $\endgroup$
    – Shaneless
    Commented Aug 16, 2023 at 11:34
  • $\begingroup$ So… this skeleton was not meant for this model? $\endgroup$
    – TheLabCat
    Commented Aug 16, 2023 at 16:05

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