There's probably a bug in the code which is why it causes that problem, I will have to figure out the problem and see why it doesn't work and release a hotfix for it
Also no problem :) I'm glad it worked for a lot of people, I don't update this tool very often since I've got another project I'm working on but I do fix bugs from time to time
Amaxivermis
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This problem seems quite similar to a problem another user had although it was with creating directories rather then moving them. They told me the issue got fixed after the "Microsoft .NET Framework 2.0 Service Pack 1" and the "Microsoft Visual C++ 2005 Service Pack 1 Redistributable" were installed which I'm not entirely sure why, although it might have to do with how the app was created, you should get the redists on Microsoft's website and see if that fixed the issue
This kind of issue is pretty difficult to test since the details I could find on the error code internally lacks any reason as to what is happening and it's not happening on my machine, the best guess I can make is that there might be some permission issues in that specific directory, although the temporary directories that had to be created for the compilation to work were probably created given the path I saw. Although this is a pretty weird error and I'm not sure if it's a problem with your system or not, try to see if there's something causing issues with apps not being able to create directories in that path
Yep, although I'll note that the bone renaming didn't seem to work very well for this model, but it's very difficult to get it working for every model. Although I'll note that even when I renamed the bones like that and compiled the model it worked just fine, you can try again to see if you get the error
I've compiled the model and got the same error, I don't know if it's a bug with the program because your model seems perfectly fine, my best guess was that there's something wrong with the rolls but the program is designed so that's not a problem.
I tried using the repose button which the model already is and fixed a few rotations and weirdly enough that seemed to fix the problem for the most part which I'm not sure why, I'll try to see if this is a bug or not
You probably want to look at some weight painting tutorials and try searching it up and try to see if you can fix the weight painting problem, as if the weight painting is messed up I cannot have the app fix it, if you manage to fix it try porting it over again and see if the model doesn't become disfigured
the flat height is file is needed for phong reflections or those specular highlights as I noticed I wasn't getting any until I set a bump map for the materials when I ported models over in the past (the normal way). Based on the file size of the first texture it should have compiled correctly, maybe it's a mistake with the vmt files and try to check them to see if they point correctly over to the texture
You should show the folder where the materials are stored for the model, if you don't know it's compiled in the 'addons' folder for Gmod (if you don't know search up gmod legacy addons) and it will contain the model you have compiled, and go in the materials folder and and go in the models folder in there again and you should find the materials
It should contain the 'vtf' files which are the textures, and 'vmt' which are materials, if you don't find the vtf files VTFCmd failed to convert them, which I wouldn't be sure why but if you imported textures tell me what file format they are
I'm not entirely sure why it crashes when you compile, assuming you followed all of the steps and the applications also seem to be correct too, as for that update for older computers I switched it over from Vulkan to OpenGL as some older computers don't really work on Vulkan, although I don't think that's the reason it's not compiling, have you made sure you followed the steps?
I have imported the model and I can confirm that it does in fact crash although on the update I have been working on it imports fine, the reason for this is probably because the reference picture is included with the glb file that didn't give an error while importing, although I will ensure that in the next update if models are included with reference pictures they just get ignored, in the meantime don't export the model with the reference image and see if that fixes the problem
Garry's Mod measurements are in inches it seems which is why when doing the manual porting method that's always been you massively scale it up since Blender and most 3D software nowadays is in metres, I should put that notice in the documentation soon. As for the hands you may want to check the bones and see if they're renamed and the correct amount since that might be why they look odd





