s&box/field-guide
tag

#vmdl

11 items (11 fixes)

fixes
26.07
"A complete Blender-headless → s&box pipeline"

Two-stage flow: Blender headless emits Y-up OBJ, then pure Python writes vmats/vmdls and a C# model catalog.

26.07
"Forge delivery fails but the preview GLB is still downloadable — recover it"

Forge delivery job errors out but the build stage's previewGlbUrl stays downloadable — recover the GLB through Blender into your standard delivery shape instead of re-spending.

26.07
"Importing Kenney / CC0 kits into s&box"

CC0 kits import like any OBJ+vmdl; city kits share colormap.png, nature kits need per-color vmats, and facing is a per-model yaw guess.

26.07
"My model has no collision even though it loads fine"

RenderMeshFile alone compiles clean with zero physics — ModelCollider needs PhysicsMeshFile/PhysicsHullFile in the vmdl.

26.07
"My model imported upside down / sideways / facing the wrong way"

Blender +X becomes world −Y after OBJ import; yaw +90° faces +X — and Blender +Y rotation tips the +X edge down.

26.07
"My scaled-up tree's collider didn't scale"

CapsuleCollider and ModelCollider ignore WorldScale; BoxCollider follows it — bake scale into import_scale instead.

26.07
"Ragdoll a scripted-rig NPC with pure engine physics"

PhysicsShapeList + PhysicsJointList in the vmdl + ModelPhysics toggle — no collapse clips, no SetBoneTransform.

26.07
"s&box won't load my OBJ/GLB"

Scenes never load raw OBJ/GLB — always wrap with a .vmdl and remap materials under both bare and .vmat names.

26.07
"The bone-name `.` → `_` compiler trap"

Model compiler rewrites upper_arm.L → upper_arm_L; physics KV3 that still says .L makes limb bodies unknown while the torso works.

26.07
"The FBX export recipe that actually works"

Default −Z/Y axes, bake_space_transform, no leaf bones, X/Z bone axes, mesh FBX + per-clip armature FBX; scale via ScaleAndMirror 0.3937.

26.07
"Using AI-generated 3D models in a real s&box game"

AI mesh generators (Tripo, Meshy, Rodin) deliver textured OBJ+vmdl — but modeldoc32 headers, ~1m normalize, corrupt textures, bare texture paths, and missing colliders will ERROR the asset until patched.