Christmas Is A Little Early This Year - December 17, 2013 Update
67 replies, posted
Merry fucking Christmas indeed!
Ironically, I called this an early Christmas present before reading the actual post title.
[sp]I bet deviantArt will have a field day with this update.[/sp]
The possibilities, ladies and gentlemen.
[img]http://puu.sh/5Q5Q6[/img]
Our father, who art Gaben. Hallowed be thy name. Thy tiny head. Thy giant hand. In SFM as it is in TF2. For the glory and the lolz. In thy precious name, Gaben.
The scale feature is incredibly useful. Now all I really want out of SFM is for water to properly work.
It's not Christmas until SFM can load game content from the VPKs instead of having to extract content from the VPKs and put it into SFM thus eating up all of your disk space :(
Don't get me wrong, i am happy about this update and especially the new categories for the workshop, but i'm still waiting for the day SFM can take content straight from the VPKs
[QUOTE=ChancyWancy;43214736]Scaling works great except on rigged models. Hopefully that's something that can be fixed. Nevertheless, giggling like a little schoolgirl right now.[/QUOTE]
I think i found a semi work-around, rig and animate a model like you normally would. then one fully animated detach the rig and shrink it down to size, or just copy the motion graph and paste on a new tiny model. Here's an example [video=youtube;j50SwRfsVhs]http://www.youtube.com/watch?v=j50SwRfsVhs&feature=youtu.be[/video]
[QUOTE=CDJO;43218466]I think i found a semi work-around, rig and animate a model like you normally would. then one fully animated detach the rig and shrink it down to size, or just copy the motion graph and paste on a new tiny model. Here's an example [video=youtube;j50SwRfsVhs]http://www.youtube.com/watch?v=j50SwRfsVhs&feature=youtu.be[/video][/QUOTE]
Of course, doesn't the problem come when you need to animate around the scaled bone in your film? Like someone grabs a shrunken heavy head, and there's interaction. Can you re-rig after you've applied the scale changes?
And lo, there were thousands of tiny head videos from that day forth.
[media]http://www.youtube.com/watch?v=XDIcGIytipU[/media]
Just an FYI, scale can be animated through curves.
[video=youtube;mlVLQ5Q1jUM]http://www.youtube.com/watch?v=mlVLQ5Q1jUM&feature=youtu.be[/video]
I feel proud of myself.
Oh god, the possibilities for scenebuilds are endless.
[QUOTE=TheGoodDoctorF;43219298]Oh god, the possibilities for scenebuilds are endless.[/QUOTE]
Been thinking the same, oh ye
FINALLY I DON'T HAVE TO USE THE PARTICLE SYSTEM TO ARTIFICIALLY RESIZE MODELS.
ALL HAIL VALVE. ON YOUR KNEES PEOPLE. HOLY FUCKING SHIT.
This is just awesome. Let's take a moment to appreciate this before spamming Valve for another feature.
Has anyone figured out how to scale Dota 2 heroes and the items you attach to them? Right now I'm using Rezvin's automatic assembly rig thing, and I can only resize the hero model.
I have a feeling valve did the whole scaling thing because McVee mentioned it in his interview with RPS (or was it kritzkast?).
It is possible to scale rigged models. I'll put a tutorial up in a bit.
However, puppet script and scaled rigged models won't work apparently.
This is the stupidest question; where's the scaling option? (unless my SFM hasn't updated yet.)
[QUOTE=nomad1;43220823]However, puppet script and scaled rigged models won't work apparently.[/QUOTE]I have a workaround for this: Scale the individual bones. (not the IK handles!) Roottransform won't work.
It's still a bit wonky though. I'm preparing a video tutorial thing now.
I found an issue with the scaler tool that is easy to fix
The scaler tool is able to scale any model in SFM, but it has an issue with scaling jigglebones, as seen here: [t]http://fc09.deviantart.net/fs71/f/2013/351/4/3/oopsie2_by_legoguy9875-d6yd83w.png[/t]
The models I'm using in this example are set with hair jigglebones by default. The model on the right shows what happens to those jigglebones upon scaling the model. To fix this issue, simply right click the animation set in the ASE, go to utilities and click bake procedural bones. This will disable all jigglebones on the model and make them into controllable bones. Upon doing this, as seen on the left model, the model will appear as normal and not stretch. Baking procedural bones after scaling [B]does not[/B] fix the issue. It has to be done before applying scale control.
Just leaving this here incase anyone plans to use the scaler on models with jigglebones.
[video=youtube;GomxQ_l3cNY]http://www.youtube.com/watch?v=GomxQ_l3cNY[/video]
Hope this helps!
This resize feature just made my Dota 2 resize thread redundant ([url]http://facepunch.com/showthread.php?t=1304287&highlight=[/url]).
[t]http://puu.sh/5QWpy.jpg[/t]
heh
I just realized that it's now possible to use models from Toybox Heroes as regular HL2-sized models.
Not gonna lie: I don't like the scaling tool in it's current state. It's a massive pain in the ass to resize certain models because it's either "Large" or "Moved off the map for some reason".
I'd rather have a widget (Like move, rotate, and free transform have) for scaling rather than this dodgy slider.
While I'm happy that Valve is finally stepping up their Workshop, the timing that update comes out 4 days after SFMBox shuts down is amusing to me.
I'm just going to hope that the shutdown of SFMBox encouraged Valve to step it up.
[QUOTE=Doritos-pope;43250193]Not gonna lie: I don't like the scaling tool in it's current state. It's a massive pain in the ass to resize certain models because it's either "Large" or "Moved off the map for some reason".
I'd rather have a widget (Like move, rotate, and free transform have) for scaling rather than this dodgy slider.[/QUOTE]
I agree that a widget would be best for scaling. Every other animation/graphic/cad program in existence has that. My brain's wired to it being there. So yeah. Nice option.
You can remap the scale slider and set it to negative numbers. interesting stuff happens, you can make those hollow face illusions with certain models. make sure ambient occlusion is off so u wont see a plain black model.[video=youtube;-hO13jpThaM]http://www.youtube.com/watch?v=-hO13jpThaM[/video]
yeah that's basically the normals reversing. Pretty cool stuff and could make for some interesting environments.
Hello there, i tried to scale model very small (like micro size) beyond limits, here is the results.
[img]http://cs14113.vk.me/c613528/v613528377/5c47/_RTrd5f7-XY.jpg[/img]
[img]http://cs14113.vk.me/c613528/v613528377/5c50/owD3JItxYzw.jpg[/img]
[img]http://cs14113.vk.me/c613528/v613528377/5c5a/6bt1g9Pz8PI.jpg[/img]
[img]http://cs14113.vk.me/c613528/v613528377/5c64/4DbcIptl7Pw.jpg[/img]
[img]http://cs14113.vk.me/c613528/v613528377/5c6e/RWeEKtJ9T7E.jpg[/img]
[img]http://cs14113.vk.me/c613528/v613528377/5c78/8Nkoa29JCkg.jpg[/img]
Shell have original size, it's not scaled.
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