Hey everyone,
I was recently dabbing around animation and Valve and I had a interesting question. Is it possible to make an animation in Source Filmmaker, save the animation as a .dmx, export it to a .smd, and put it into a .qc file for Garrysmod? If so, know any tutorials or converters that could help with this process?
Save your animation as DMX (right-click onto the animset, Export Animation), import into whatever imports DMX-Animation (Maya (definitely) & Blender (maybe)), export as SMD, include in QC as usual.
[QUOTE=revzin;40603443]Save your animation as DMX (right-click onto the animset, Export Animation), import into whatever imports DMX-Animation (Maya (definitely) & Blender (maybe)), export as SMD, include in QC as usual.[/QUOTE]
Did it and it worked, but when I imported it in Blender all the bone was just messed up, it looked like it was doing something, but the body was just flipping out. I think it may have to do with the fact that I added a sequence in SFM and then animated over it.
EDIT:
I have no idea why it messes up in Blender.
[QUOTE=pilot;40604549] I think it may have to do with the fact that I added a sequence in SFM and then animated over it.
[/QUOTE]
Nah, that's just Blender being Blender.
Just thought you can try including the DMX-Animation file [I]itself[/I] in the QC.
[QUOTE=revzin;40604698]Nah, that's just Blender being Blender.
Just thought you can try including the DMX-Animation file [I]itself[/I] in the QC.[/QUOTE]
Really? Do you know how so? I'm usually used to using a .smd but is their a different process I need to take to use the .dmx instead?
Or just find another way to export .dmx to .smd
[QUOTE=pilot;40604779]Really? Do you know how so? I'm usually used to using a .smd but is their a different process I need to take to use the .dmx instead?
Or just find another way to export .dmx to .smd[/QUOTE]
Like that:
[CODE]
$sequence foo "bar_anim.dmx" fps 30.0
[/CODE]