• SFM thread V2
    2,037 replies, posted
[QUOTE=Metroid48;22104997]This will also be of use to other people, so listen up! If you don't care about the (short) explanation just follow the navigation prompts two paragraphs down. When you add an animation set to a player model, it creates a lot of channels. Channels are effectively elements that record a list of time-value pairs, which are frames of animation. They are stored in ChannelsClips, which are the things you are actually looking at when you zoom in on a shot. They constantly copy these values to another element. You can easily add new value pairs to this list, meaning you can manually animate values such as the character skin (ex. toggle uber effects without a medic), the position, or really anything you can see in the Dme editor. Manual animation can be tedious, but it's perfectly possible. This is in fact exactly what the Animation Set Editor is changing - technically an animation set is just a specialized version of all this! [img_thumb]http://thefwcentral.com/upload/content/images/tf2_sfmChannels_335fe8dd.png[/img_thumb] In this case we have a spy model that was added via Create Animation Set. Navigate to [i]clipBin/sequence/subClipTrackGroup/tracks/Film/children/shot/trackGroups/[/i]. This is where the track groups are stored - the one you want is [i]channelTrackGroup[/i]. Expand it, then [i]tracks/animSetEditorChannels/children[/i]. Then expand the name of the animation set (ex. "spy"). Then [i]channels[/i]. In here, you'll find [b]EVERY[/b] bit of animation data for that model, including some pieces you can't access with the animation set editor. Scroll down to "models\player\spy_skin channel" and expand it. Then expand [i]log\layers\int log\values[/i] and there should be one entry. Change it to whatever you want the skin to be. [img_thumb]http://thefwcentral.com/upload/content/images/tf2_sfmChannels_196cfee5.png[/img_thumb] [img_thumb]http://thefwcentral.com/upload/content/images/tf2_sfmChannels_2cf8ee8f.png[/img_thumb] Want to have easier access to the skin value? Delete the "models\player\spy_skin channel" channel and you [i]should[/i] be able to edit the DmeGameModel's skin value again, as it's no longer being overridden. Want to make the skin change during the recording? Right click times->Add Item. Right click values->Add Item. Then just change them accordingly. Note that the times are in tenths of thousandths of seconds - that is, 10000 = 1 second. Why they didn't choose milliseconds I don't know. Want to animate values that aren't already setup? You'll have to add the channel manually. It's easy, but I'm out of time right now so I'll do a write up later.[/QUOTE] Thank you, it worked, now I can start some work. [editline]09:12PM[/editline] I have one more problem - quite major to be honest, every time I get closer with the camera to a model it disappears, when I move the camera backwards it appears again, also it does the same when I turn around with the camera.
Uh oh. Unfortunately I can't help with that one. I've had the exact same problem crop up during my efforts to add hats - model would disappear on certain sides, would always appear if I was far enough away, sometimes would always be visible. I'm still trying to figure it out but am running out of ideas - it seems to only happen with models that are added (manually or via add new animation set) so that's something at least.
It must be a bug then.
[QUOTE=Appolox;22107662]Thank you, it worked, now I can start some work. [editline]09:12PM[/editline] I have one more problem - quite major to be honest, every time I get closer with the camera to a model it disappears, when I move the camera backwards it appears again, also it does the same when I turn around with the camera.[/QUOTE] I get that too when I do stuff with the Manipulation tool :(
I never bothered trying to save my session files since it had the whole 'could not connect to p4 server' (assumed it didnt work) I just realised it did work :downs:
Dammit. I accidentally started a new sequence and now my video is all screwed up. How do I make a clip active? I need to go back to my old active clip. It took me some time to make it. I apologize for all the stupid "n00b" questions, I'm just trying to find my way around this stupid thing and the search option isn't workin'.
Second video I finished. Figured I'd go ahead and post it. [media]http://www.youtube.com/watch?v=z3igUQZ_wNU[/media] Any tips on some more fluid camera movement? Or are my hands just shaky..
[QUOTE=Clavus;22098833]You do know it's hearing protection gear, and not a headset, right?[/QUOTE] I was the one who brought it up because I tried to replace one of the Engineer's weapons with the Safe'n'Sound and I chose the pistol because it fits over the Scout's head.
[QUOTE=hamberglar;22120765]Second video I finished. Figured I'd go ahead and post it. [media]http://www.youtube.com/watch?v=z3igUQZ_wNU[/media] Any tips on some more fluid camera movement? Or are my hands just shaky..[/QUOTE] Create an animation set for the camera and smooth it down a bit. Don't go overboard, or the camera breaks sort of.
Despite my SFM bitching I've managed to finish my video. [media]http://www.youtube.com/watch?v=Ll_TbK1HnjA[/media] And also made an improved version of my old creation. [media]http://www.youtube.com/watch?v=mGFEkt5-mlU[/media]
I see that dynamic light, RivaGe :ninja: Also, add me on steam pls
My animation skills are terrible :( Any tips? I've seen the video already.
[QUOTE=Reemix;22126487]My animation skills are terrible :( Any tips? I've seen the video already.[/QUOTE] If you continue to struggle, i suggest picking up the Animators Survival Guide. Best read on animation ever! Another suggestion would to be to learn to animate in Maya (or 3ds max i guess, but the Maya TF2 models are already rigged!) as you'll get top-notch animation results. EDIT: [url]http://www.interlopers.net/tutorials/32362[/url] This might help some people trying to use other animations that were made on different bones work on TF2 characters and vice versa.
Little animation test... [media]http://www.youtube.com/watch?v=jXzrLteypwg[/media] I know it was posted before but I can't seem to find it. Could someone tell me how to move/remove the weapons so they don't just go floating along like in the video?
[QUOTE=hamberglar;22134456]Little animation test... [media]http://www.youtube.com/watch?v=jXzrLteypwg[/media] I know it was posted before but I can't seem to find it. Could someone tell me how to move/remove the weapons so they don't just go floating along like in the video?[/QUOTE] Dme Element Editor. Search for the weapon's model name. Then delete the corresponding DmeGameModel.
After a long SFM hiatus, I decided to give it a go. This idea was culturing inside my head for 2 weeks before I got around to actually making it work. [IMG]http://img340.imageshack.us/img340/9716/june6thcopy2.jpg[/IMG] [url]http://img688.imageshack.us/img688/9716/june6thcopy2.jpg[/url] (Wallpaper size)
[QUOTE=OrangeL;22136953]After a long SFM hiatus, I decided to give it a go. This idea was culturing inside my head for 2 weeks before I got around to actually making it work. [IMG]http:/k.us/img688/9716/june6thcopy2.jpg[/url] (Wallpaper size)[/QUOTE] That's fucking badass.
Rated artisticX50000
[quote=darkomni;22138092]rated artisticx50000[/quote] x500001
WAIT You guys found dynamic lighting?! Dang I've been gone for a while.
[QUOTE=OrangeL;22138760]WAIT You guys found dynamic lighting?! Dang I've been gone for a while.[/QUOTE] Yeah, we've actually found a lot of shit in this thread.
It's basically "See what metroid48 discovered today, sometimes panda/darkomni maybe!"
How's hamachi doing? Any way to connect? i guess: 1. Both players connected, Running SFM 2. Host checks ip adress by typing in status (i guess) 3. Other player types in join -ip adress from host- What do you think, its pretty simple
[QUOTE=OrangeL;22138760]WAIT You guys found dynamic lighting?! Dang I've been gone for a while.[/QUOTE] Check out all of Metroid's posts, they're really helpful
[QUOTE=TheDKer;22144075]Check out all of Metroid's posts, they're really helpful[/QUOTE] I've got a LOOOOT of reading to do. [QUOTE=Croshi;21697321] In other news, I also found out a week or so ago on how to move the camera without a player. [/QUOTE] Sorry, I call credit. (It was itching at me) [hd]http://www.youtube.com/watch?v=MrGLn-2URTo[/hd]
[media]http://www.youtube.com/watch?v=sWZPnV3I33Q[/media] Yea... Just [i]fucking[/i] around
[QUOTE=Pikablu07;21762442][media]http://www.youtube.com/watch?v=WqafvvxDEDU[/media] i finished this and realized that i have nothing to use it for[/QUOTE] 0:45 = Sniper rape face. :O
I'm considering making videos in blender, just for the hell of it. What do you guys think? ([img]http://www.facepunch.com/ads/rating/tick.png[/img] for sure, [img]http://www.facepunch.com/ads/rating/cross.png[/img] for nah)
This started as something completely different. It didn't really work out, but paved the way for this.. Thing. [media]http://www.youtube.com/watch?v=4u2TdNOtRKw[/media] I like it.
[QUOTE=hamberglar;22173716]This started as something completely different. It didn't really work out, but paved the way for this.. Thing. [media]http://www.youtube.com/watch?v=4u2TdNOtRKw[/media] I like it.[/QUOTE] Ah what the shit
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