• SFM thread V2
    2,037 replies, posted
I am currently on a quest for TF2 Beta, I hope to find it by the end of today.
Also to the sufferers of negative rendering time left/percentages over 100%/kind of messed up renders, sv_cheats DISABLES ITSELF after each map load in the tf2 beta, so once you get ingame, REENABLE IT.
[QUOTE=Pirate Jok3r;21947221]Not sure if this was answered, if it was rate me late. Try deleting a folder called cable in the team fortress directory that you're using for SFM. Should be like this ...\Team Fortress 2\tf\materials\cable[/QUOTE] SWEET!!! thanks lot it worked! guess thats another bug fixed out!
Where's the pornography I was promised? :saddowns:
It lies within you
[QUOTE=AlfieSR;21984015]Where's the pornography I was promised? :saddowns:[/QUOTE] The Porn Is A LIE
Guys, I've discovered something that unlike my previous post actually has immediate use - interpolation methods! Basically, this lets you get falloff methods such as Ease In: [img]http://thefwcentral.com/upload/content/images/tf2_sfmEaseIn0b4d85b.png[/img] I've updated the wiki (added an [url=http://sourcefilmmaker.wikia.com/wiki/In_Progress_Discoveries]"In Progress Discoveries"[/url] page while I was at it), so here's that info: The Dme Element Editor allows access to a feature that is not available in the GUI (as far as I can tell) - the interpolation method the Animation Set Editor uses. Usually it applies a linear interpolation within the handle's falloff area when using the sliders. However, there are other options available: [list][*][i][b]Note:[/b] Invalid options seem to default to Ease[/i] [*][i][b]Note:[/b] Directions (start and end) are valid if changing the left interpolator. That is, "start" is farthest away from handle, "end" is closest[/i] [*][i][b]Note:[/b] Sometimes it refuses to change the interpolation method. Select another field to fix[/i] [*]0 - Steeper Ease (not sure the "real" name of this one) [*]1 - Variation on Ease [*]2 - Ease In (changes fastest at start, slowest at end) [*]3 - Ease Out (changes fastest at end, slowest at start) [*]4 - Ease (changes faster in the middle than at either end) [*]5 - Linear with offset (jerks slightly at start and end?) [*]6 - Linear (default) [*]7 - Several of these are slight variations on the Ease method [*]13 - Polynomial (basically, it creates a "bump" of the max value in between the start and end of the falloff area. Looks pretty glitchy, not to mention it causes overlap on the GUI) [*]14 - Much more dramatic Ease Out [*]15 - No interpolation [*]16 - Ease variation. This seems to be the last valid option[/list] To use any of these, just enter the valid number in [b]settings/timeSelection/interpolator_left[/b] or [b]settings/timeSelection/interpolator_right[/b]. While you're at it, you can also control the exact position and falloff size of the handles (times are in 10s of milliseconds. 10000 is 1 second)
SFM is so complicated.. I never know if i stopped the recording or removed a shot.
[QUOTE=Chekko;21985362]SFM is so complicated.. I never know if i stopped the recording or removed a shot.[/QUOTE] Now you know why Valve haven't released this thing, they'd be flooded with questions like "Fucking SFM, how does it work?"
[QUOTE=accidentalypse;21985731]Now you know why Valve haven't released this thing, they'd be flooded with questions like "Fucking SFM, how does it work?"[/QUOTE] You know if you look at it, people at valve themselves were n00bs when they started making the Meet the Team Videos. It started with the TF2 trailer which was jst simple camera movements and player actions. then onto facial animations with the meet the heavy trailer. and then on and on until they made some really high tech custom stuff with meet the spy trailer. they really advanced a shit load while we were just figuring out how to get this program to run stabily
Well, it's not as if the SFM was created in time immemorial and rediscovered by Valve... [editline]07:39PM[/editline] I'm not a fan of simply linking wiki pages straight to a video; In Progress Discoveries will never, ever be added to them.
Metroid how do I parent bones I was told you would know
You don't - you add children.
[QUOTE=HubmaN;21988934]You don't - you add children.[/QUOTE] Yeah well explain the concept to me sir I have been dying to find out
[media]http://www.youtube.com/watch?v=JvCMOjXaDsM[/media]
[QUOTE=Croshi;21988967]Yeah well explain the concept to me sir I have been dying to find out[/QUOTE] DME editor. Add an animation set, find your bone, there's a Children property.
[QUOTE=HubmaN;21989444]DME editor. Add an animation set, find your bone, there's a Children property.[/QUOTE] [img]http://images.starcraftmazter.net/4chan/for_forums/haha_oh_wow.jpg[/img] [editline]03:33PM[/editline] [media]http://www.youtube.com/watch?v=DAg-29wK9vU[/media] bugger
[QUOTE=HubmaN;21989444]DME editor. Add an animation set, find your bone, there's a Children property.[/QUOTE] I have no idea what you said Sir and I would like something that makes sense to a common man.
[QUOTE=Croshi;21988773]Metroid how do I parent bones I was told you would know[/QUOTE] I don't know - that's actually been exactly what I've been trying to figure out. So far I've got a hat that follows around the player, but it isn't attached to the head bone and it disappears if you get to close & at the wrong camera angle. I did this by using a channel to copy the position of the scout to the position of the DmeGameModel I added - a start, but it won't actually get the head's position/angles. I've found something called DmeTransformList, but it seems the same as an element_array for DmeTransforms, as it doesn't compute the net result of the operations. I've tried with console commands, too - same disappearing problem, though at least it's actually on the head. If HubmaN could enlighten us, then that'd be great. [b]Edit:[/b] @ the animation set bit. Yes, you'll find the children property to the bone (it's there before adding an animation set too). Does it actually create world coordinates though when you do that? I can't test right this minute, but aren't those coordinates relative to the previous bone?
Actually, I don't remember what, but one time I copied the coordinates of a bone to a different model's bone and the model teleported to the coordinates. Is that helpful? Also I added you on steam - I am Johnny Tater.
God, I hate this thing so much. I've rendered ONE successful movie out of like 200. Every time I render it renders 3-4 frames, and the rest is audio only. VRRRRRRRRRRRRRRRRYYYYYYYYYYYYYYYYY
[QUOTE=Ogre;21990172]God, I hate this thing so much. I've rendered ONE successful movie out of like 200. Every time I render it renders 3-4 frames, and the rest is audio only. VRRRRRRRRRRRRRRRRYYYYYYYYYYYYYYYYY[/QUOTE] You should never render as avi, and you should never render the tga's and wav's at the same time.
Goddamit, so I need one o' them VirtualDub programs, then? [editline]11:16PM[/editline] Tried rendering TGA files. I get 58 frames - all the same frame. [editline]11:18PM[/editline] Nevermind. Seems to work, but It didn't render all the frames. Lemme tweak some more.
Ogre, remember to enable sv_cheats after you get into the map. It disables itself if you turn it on at the menu and then load a map.
Why is sv_cheats important...?
[QUOTE=Ogre;21990594]Why is sv_cheats important...?[/QUOTE] probably if you want to noclip, stop the timer ect... after hours of work and fiddling, my newest video is ready for release! [url]http://www.filefront.com/16464031/champions.avi/[/url]
sfm uses lots of little locked commands and things that require sv_cheats on, so if sv_cheats is disabled, sfm can't perform properly.
Everything works, buuut it's incredibly out of sync.
[QUOTE=Croshi;21989827]Actually, I don't remember what, but one time I copied the coordinates of a bone to a different model's bone and the model teleported to the coordinates. Is that helpful? Also I added you on steam - I am Johnny Tater.[/QUOTE] Ok, I'll add you in a few minutes (diff computer right now). As for the coordinate copying, I'll have to test that. If you copied the coordinates of the pelvis bone then yes, it'd teleport (pelvis is root bone for source models). I'll have to see what happens just copying the DmeTransform's coordinate then. [QUOTE=Ogre;21990594]Why is sv_cheats important...?[/QUOTE] Because it seems that rendering fails a lot if it's off. Along with errors like insane percentages of completion and negative times left. Also, to chime in - I render tga and wav at the same time without problem. It takes up loads of hardware space, but aside from that it's been fine.
Aha, I had the wrong framerate on the output AVI. Had 24, but was supposed to be 30. [editline]11:32PM[/editline] It fucking works. But... It's 340MB large. Can't I lower the size somehow? [editline]11:34PM[/editline] 16.1 seconds long, 30FPS, and 340MB Large :<
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