• Source FilmMaker V3 - Why won't this model stop glitching!?
    5,490 replies, posted
  • Avatar of Dan*
  • [QUOTE=Pandamobile;36957321]I don't do any sort of animation in the Motion Editor. I only use that for changing positions of things and some other basic stuff. All you have to do is set keyframes (bookmarks) at the points in time when want a facial expression to happen. Once you've made the keyframe, start playing around with the phoneme/viseme/muscle sliders until you have an expression that you're happy with, and move on to the next point in time that needs a facial expression. Then you can tweak the graph curve to fine tune your animations.[/QUOTE] I've tried that before for lipsyncing, and it gave me an undesired effect. It was too curvy if that makes sense. The different facial expressions spilled on to eachother, but it's probably because I put too many phenomes instead of skipping a few to make it look natural like you stated. Before starting lipsyncing with the graph editor, is there anything I should change? Any buttons I should know about? Anything to keep in mind?
  • [QUOTE=Dan*;36956579]When do I use phenomes, and when do I use visemes?[/QUOTE] Phonemes are visemes are the same thing, sort of the difference is that phonemes are for sound, visemes are for visual example: viseme: AA phoneme: AA, AE, AX AA, AE, AX are technically different but from a visual standpoint there's gonna be no perceptible difference, so you just use AA
  • Avatar of Dan*
  • [QUOTE=MaxOfS2D;36957726]Phonemes are visemes are the same thing, sort of the difference is that phonemes are for sound, visemes are for visual example: viseme: AA phoneme: AA, AE, AX AA, AE, AX are technically different but from a visual standpoint there's gonna be no perceptible difference, so you just use AA[/QUOTE] So when lipsyncing by hand, use visemes because it looks the same as phenomes + less clutter?
  • [QUOTE=Dan*;36957767]So when lipsyncing by hand, use visemes because it looks the same as phenomes + less clutter?[/QUOTE] yeah pretty much
  • Avatar of The Kins
  • The guy who made Practical Problems posted a video to celebrate getting 75,000 views, demonstrating some of the dirty little tricks he used: [media]http://www.youtube.com/watch?v=-IdvqHhXPwg[/media] [quote]0.00-0.10: A scaled down rocket with mini custom cloud textures and matte painting square. The rocket is the only thing that doesn't move while the rest moves up and rotates towards it as the camera shakes, creating the illusion. 0.11-0.18: Another scaled down rocket. This time in a custom version of 2fort with the bridge removed. Then using custom individual plank pieces i rebuilt it. The mini rocket creates the illusion of being super high as the full scale rocket would clip through the skybox. When it gets to the point of impact I switch out the mini rocket for the full size one and line them up via the camera perspective. I then animated each of the pieces of the bridge myself with some payload pre baked explosion rubble in front to represent the ground. 0:19 onwards: Examples of the ipi motion capture data via 2 kinects. I didn't bother moving my head or hands much as it only tracks the lower half of the spine and the forearms. Upper chest/neck is not recorded and needs to be done by hand. The map at the end was made in Hammer. A quick rip and paste job of 2fort with a load of assets added to the pile within SFM.[/quote]
  • Avatar of ShazzyFreak0
  • is anyone working on a tf2 version of the opening scene of The Wire? if not you should. that'd be pretty fun to watch.
  • Avatar of FullStreak
  • I closed a window on accident, how do I put it back in the main SFM window? I can drag it around but it doesn't put itself back in when I open it from the window tab.
  • [QUOTE=FullStreak12;36959693]I closed a window on accident, how do I put it back in the main SFM window? I can drag it around but it doesn't put itself back in when I open it from the window tab.[/QUOTE] CTRL+F1
  • Avatar of FullStreak
  • That just puts it back in where it opened. Here's where it is first: [t]http://puu.sh/MaGf[/t] I move it: [t]http://puu.sh/MaGx[/t] Then I press that command and it moved it back to the first photo. I just want it to look like how when I first opened SFM.
  • Avatar of Spektugalo
  • [QUOTE=FullStreak12;36959857]I just want it to look like how when I first opened SFM.[/QUOTE] View -> Layout -> Try some of these... Actually it does what Max suggested (shortcut for the first layout), so it seems that you might have overwritten one of the layouts there...
  • Avatar of FullStreak
  • [QUOTE=Spektugalo;36959877]View -> Layout -> Try some of these... Actually it does what Max suggested (shortcut for the first layout), so it seems that you might have overwritten one of the layouts there...[/QUOTE] Is there a way to restore it? I'll just work with another one in the mean time.
  • Avatar of Sowee
  • [QUOTE=MaxOfS2D;36955333]which model?[/QUOTE] [QUOTE=Unisath;36955355]Are you in the motion editor? And are you using the HWM model?[/QUOTE] I was using the heavy HWM model. Not sure if i was on motion editor editor, i'll try it later.
  • Avatar of Coydog
  • [QUOTE=The Kins;36958347]The guy who made Practical Problems posted a video to celebrate getting 75,000 views, demonstrating some of the dirty little tricks he used: [media]http://www.youtube.com/watch?v=-IdvqHhXPwg[/media][/QUOTE] Time to buy a Kinect, I suppose.
  • Avatar of Chaofanatic
  • I did my first bit of sentence mixing in SFM. [video=youtube;G5imM28pdVM]http://www.youtube.com/watch?v=G5imM28pdVM[/video] MaxOfS2D will probably like this.
  • Avatar of Coydog
  • [QUOTE=Kuromatsu;36962704]He used two kinects, and software that costs over a thousand dollars.[/QUOTE] iPi is free. [editline]27th July 2012[/editline] Oh wait, that's a trial. Nevermind then. But I doubt iPi is that expensive. [editline]27th July 2012[/editline] [url=http://www.ipisoft.com/sales.php]Oh, a little under a thousand dollars. I see.[/url] Well, disregard everything I've said thus far.
  • [QUOTE=Smashman;36962796]Not exactly... [url]http://ipisoft.com/products.php[/url][/QUOTE] ideally, you're dropping nearly a thousand dollars on the software and two kinects. that's out of most people's price range.
  • Avatar of Evenios
  • why wont this thread die? [highlight](User was banned for this post ("why reply" - postal))[/highlight]
  • Avatar of Dan*
  • [QUOTE=Evenios;36963358]why wont this thread die?[/QUOTE] What? Why would it? Everyone's talking about Source Film Maker. It's not exactly a dead topic... What are you on about?
  • Avatar of marothon
  • After seeing the cloaking material tutorial, I was wondering if it's possible to create animation sets for other elements in the element viewer. What I'm interested in is the timeFrame element nested in the activeClip. If I could make that an animation set, well, I'd probably be able to do a slowing-down slowmotion effect. Any ideas?
  • Avatar of brandonsh
  • [QUOTE=Smashman;36962796]Not exactly... [url]http://ipisoft.com/products.php[/url][/QUOTE] Well, you could use this: [url]http://www.brekel.com/?page_id=155[/url] It's probably not as advanced, but it is available for the extremely reasonable price of free.
  • Avatar of Clovernoodle
  • I'm finally getting my new Desktop on Monday, hopefully. I intend to immediately download SFM and begin learning how to do shit in preparation for the Saxxies. Can I ask anyone here, for a guy who has no knowledge in animating, coding, etc, how long does it take to really get the feel of SFM?
  • Avatar of Engy
  • [QUOTE=Clovernoodle;36965561]I'm finally getting my new Desktop on Monday, hopefully. I intend to immediately download SFM and begin learning how to do shit in preparation for the Saxxies. Can I ask anyone here, for a guy who has no knowledge in animating, coding, etc, how long does it take to really get the feel of SFM?[/QUOTE] The rest of your life. In all seriousness, I've done the tutorial and two small independent projects. A 30-second clip took me almost two days to make, granted I spent too much time trying my hand at some crazy animations. Regardless, it's mostly fucking around until you've got it to a point that looks good. I guess we eventually learn how to fuck around more efficiently and with better results, but for now it's mostly try your hand and see what comes out.
  • Avatar of Bryceanater
  • New to this but how to i import other models from other games Like big daddys, or locust from Gears of war?
  • Avatar of Dan*
  • [QUOTE=Bryceanater;36966808]New to this but how to i import other models from other games Like big daddys, or locust from Gears of war?[/QUOTE] Find a .mdl file from garrysmod.org of what you're looking for
  • Avatar of Rayss
  • [QUOTE=Hayate;36926282]I figured I could show a one minute clip from my video! It's a work in progress (especially the sound), mind! [video=youtube;bieVt7hnlXI]http://www.youtube.com/watch?v=bieVt7hnlXI[/video][/QUOTE] Oh god I can't wait until this releases. Fuck that looks awesome. [editline]27th July 2012[/editline] [QUOTE=Evenios;36963358]why wont this thread die?[/QUOTE] I'm probably riding the bandwagon now but why do you have to show up and shitpost everywhere? You're one of the worst posters on this board at the moment.
  • [media]http://www.youtube.com/watch?v=NRSj7YHTjKw[/media] On the subject of Mocap, I created this with it, using 1 Xbox Kinect and iPi, only having to modify some positioning of the hands and head (that head movement is really slow, I know, and I'm trying to fix it as best as I can). Sadly, I haven't found a way to import into Maya for dmx exporting yet, or else it all fucks up. I'll make a tutorial later if anyone's interested. And honestly, I love iPi, but it's so expensive. Brekel has some good features (such as not having to manually track bones at first, or the direct link with MotionBuilder), but iPi makes it a one button press to export to smd without any problems.