Just wanna share this..
[url]http://www.youtube.com/watch?v=2WKzjd5Gdog[/url]
[QUOTE=Pandamobile;22247868]Been listening to the Incredibles OST non-stop for the last couple days and it's compelled me to make something with it.[/QUOTE]
I already tried. Nothing came up.
I also tried using Killers songs.
And much. much. more. (I've listened to so much stuff to try to pair up with SFM content that I forget most of it)
[QUOTE=Metroid48;22249873]Not sure, I haven't tried that. Hex the model and post the results![/QUOTE]
well i'd love to but i don't have the l4d2 authoring tools (if i do need them). Any clearing instrutions / elaborations to "hex the model"? or do you just mean open it in notepad and delete $yellow (or something similar to yellow).
And the reason i asked: [url]http://www.youtube.com/watch?v=f9EidvHm9QE&playnext_from=TL&videos=iuWjzy6B5Sc[/url]
[QUOTE=Shounic;22253927]well i'd love to but i don't have the l4d2 authoring tools (if i do need them). Any clearing instrutions / elaborations to "hex the model"? or do you just mean open it in notepad and delete $yellow (or something similar to yellow).
And the reason i asked: [url]http://www.youtube.com/watch?v=f9EidvHm9QE&playnext_from=TL&videos=iuWjzy6B5Sc[/url][/QUOTE]
[url=http://www.facepunch.com/member.php?u=210876]Croshi[/url] made that, and he used to post a bit in the thread too, you could probably ask him about it.
First little chunk I rendered:
[url]http://dl.dropbox.com/u/3797244/fucking%20incredible_small.mp4[/url]
Looking good so far. Incredibles music really fits.
[QUOTE=Metroid48;22262347]Looking good so far. Incredibles music really fits.[/QUOTE]
The plan is to have the Scout grab the intel, and have an alarm go off as this song plays from 2:20 til the end with an epic escape sequence from the Blu base :buddy:
[url]http://www.youtube.com/watch?v=IekwaN1xCaU#t=02m20s[/url]
[media]http://www.youtube.com/watch?v=IekwaN1xCaU#t=02m20s[/media]
I'll have to save it for another day though. I've got a lot of homework to do today :(
[QUOTE=Pandamobile;22262188]First little chunk I rendered:
[url]http://dl.dropbox.com/u/3797244/fucking%20incredible_small.mp4[/url][/QUOTE]
The Scout is pink, compression?
[editline]10:39PM[/editline]
The music fits really well
Somethin else. I was in a hurry to make this.
[media]http://www.youtube.com/watch?v=OV_R2SVqIhg[/media]
The other one.
[media]http://www.youtube.com/watch?v=87ByXciwOn8[/media]
You should post your newer one here (as in this thread), too - it's funnier! Both are pretty neat - seems that Spongebob is a good SFM resource.
[QUOTE=Metroid48;22295626]You should post your newer one here (as in this thread), too - it's funnier! Both are pretty neat - seems that Spongebob is a good SFM resource.[/QUOTE]
I made a thread for it already, but ok.
Also, yes spongebob is an excellent resource lol.
There's alot you can do with it. I've got more ideas involving spongebob + sfm but I'd rather do something else.
Another Video
Demo Singing Time
[media]http://www.youtube.com/watch?v=v1t3GW2Fjuc[/media]
So... Two new questions.
First off, was there ever any progress getting hats working? I kinda stumbled across how to load the models in the SFM and get them in the world. Then I remembered that someone had talked about it before. Basically what I'm wondering now is if it's possible to attach them to a character's bones yet.
My other question,
[media]http://www.youtube.com/watch?v=j0dR1BigA3g[/media]
He got the Spy's headshot animation to play there. How? If I try to add a Spy in while creating an animation set, I can see the headshot animation in the sequences list, I just don't know how to get it to play in the recording.
[QUOTE=hamberglar;22318545]My other question,
[media]http://www.youtube.com/watch?v=j0dR1BigA3g[/media]
He got the Spy's headshot animation to play there. How? If I try to add a Spy in while creating an animation set, I can see the headshot animation in the sequences list, I just don't know how to get it to play in the recording.[/QUOTE]
Maybe he just added the Spy animation as a taunt.
[editline]10:52AM[/editline]
Also, continuing my series of dancing classes, i made the Spy moonwalk and please criticize the animation only. (It's at 48 FPS which is the reason it's so slow)
Front: [url]http://dl.dropbox.com/u/1650946/Moon-walk_1.mov[/url]
Side: [url]http://dl.dropbox.com/u/1650946/Moon-walk%20side.mov[/url]
Don't mind the feet going through the ground it will be somewhat fixed when i make the video.
[QUOTE=TheDKer;22318686]Maybe he just added the Spy animation as a taunt.
[editline]10:52AM[/editline]
Also, continuing my series of dancing classes, i made the Spy moonwalk and please criticize the animation only. (It's at 48 FPS which is the reason it's so slow)
Front: [url]http://dl.dropbox.com/u/1650946/Moon-walk_1.mov[/url]
Side: [url]http://dl.dropbox.com/u/1650946/Moon-walk%20side.mov[/url]
Don't mind the feet going through the ground it will be somewhat fixed when i make the video.[/QUOTE]
Make his hips rotate side to side with the movement of his legs. That should fix his upper torso being incredibly stiff (doesn't move at all). My memory may be off, but there may also be a bit of "snap" to the movement, where a leg snaps quicker to straight. Otherwise, it's looking pretty damned good.
[QUOTE=biodude94566;22319156]Make his hips rotate side to side with the movement of his legs. That should fix his upper torso being incredibly stiff (doesn't move at all).[/QUOTE]
Yeah i see that, but unfortunately there's no way to individually animate that part of the body(It turns around everything, it's basically like rootTransform), so i'd have to spin everything else the other way and that'll take too long time, thanks for the suggestion though. (cry some more me)
[QUOTE=biodude94566;22319156]My memory may be off, but there may also be a bit of "snap" to the movement, where a leg snaps quicker to straight. Otherwise, it's looking pretty damned good.[/QUOTE]
Yeah that's correct, i've studied the move pretty hard. I tried doing that but i can see it's a little too smooth. It may be because of the high framerate, but if it's not, i can probably fix it anyways by dragging in the sliders, thanks.
try rotating his spine.
[QUOTE=hamberglar;22318545]So... Two new questions.
First off, was there ever any progress getting hats working? I kinda stumbled across how to load the models in the SFM and get them in the world. Then I remembered that someone had talked about it before. Basically what I'm wondering now is if it's possible to attach them to a character's bones yet.
My other question,
[media]http://www.youtube.com/watch?v=j0dR1BigA3g[/media]
He got the Spy's headshot animation to play there. How? If I try to add a Spy in while creating an animation set, I can see the headshot animation in the sequences list, I just don't know how to get it to play in the recording.[/QUOTE]
Still nothing on getting hats to work. I got as far as getting them to follow the character around at head height, but not to attach to the head bone. I'm thinking that the best options left are to either A) figure out how to compile server plugins for the beta, then make one that opens up all the internal commands (including automating the hat parenting), or B) figure out the dmx format for animation exports/imports and then write a plugin for a modeling application such as Blender. Both options aren't really doable during exams time (aka next week and a half), but I do have some preliminary examination of the dmx format and might look at that route.
As far as the headshot animation goes, it was most likely a taunt replacement. Another option to keep in mind, however, is to spawn a prop_dynamic with the spy model and having it play the sequence, then using the DME Editor to actually hide/show the model at the right times and maybe cleanup the positioning a bit. I doubt that's how it was done, but it should be an option.
[QUOTE=Metroid48;22323615]Still nothing on getting hats to work. I got as far as getting them to follow the character around at head height, but not to attach to the head bone. I'm thinking that the best options left are to either A) figure out how to compile server plugins for the beta, then make one that opens up all the internal commands (including automating the hat parenting), or B) figure out the dmx format for animation exports/imports and then write a plugin for a modeling application such as Blender. Both options aren't really doable during exams time (aka next week and a half), but I do have some preliminary examination of the dmx format and might look at that route.
As far as the headshot animation goes, it was most likely a taunt replacement. Another option to keep in mind, however, is to spawn a prop_dynamic with the spy model and having it play the sequence, then using the DME Editor to actually hide/show the model at the right times and maybe cleanup the positioning a bit. I doubt that's how it was done, but it should be an option.[/QUOTE]
The way i'd do it, would double click the timeline and then timing the sequences to play correctly. As you know, you can move the forward/backwards and trim them.
[QUOTE=TheDKer;22318686]Also, continuing my series of dancing classes, i made the Spy moonwalk and please criticize the animation only. (It's at 48 FPS which is the reason it's so slow)
Front: [url]http://dl.dropbox.com/u/1650946/Moon-walk_1.mov[/url]
Side: [url]http://dl.dropbox.com/u/1650946/Moon-walk%20side.mov[/url]
[/QUOTE]
[url]http://senorgif.com/2010/05/26/funny-animated-gifs-this-is-how-it-is-done/[/url]
[QUOTE=PwR;22326893][url]http://senorgif.com/2010/05/26/funny-animated-gifs-this-is-how-it-is-done/[/url][/QUOTE]
I did the animation looking at the video
[media]http://www.youtube.com/watch?v=NoEM5yRvHPc[/media]
So anyone have any idea how to import / use gmod models in sfm? or does it already work?
It should work already - you just have to either animate the model using the animation set editor or spawn it as a prop using console commands.
alright. thanks.
I just found a fix to the Export Poster function glitching up - not sure if it's been mentioned. If you click Choose File and it promptly stops responding and instead forwards your input to the game, just tap tilde! Instantly brings the dialog into focus.
[QUOTE=Metroid48;22361135]I just found a fix to the export poster glitching up - not sure if it's been mentioned. If you click Choose File and it promptly stops responding and instead forwards your input go to the game, just tap tilde! Instantly brings the dialog into focus.[/QUOTE]
And I still can't render audio :C
I've acquired access to a laptop which can run tf2, I will surely be making more videos.
(ps: i'm darkomni in disguise as mashed potatoes)
[media]http://www.youtube.com/watch?v=tbxzzIu2NTY[/media]
that darn teleporter
[editline]03:26PM[/editline]
1. lolautomerge
2. disregard the fact that the engie is at the ground for like half of a second, i timed that setpos pretty badly.
-snip-
[editline]02:59PM[/editline]
The video of the Demoman dancing to the YMCA clip gave me a great idea for a SFM video. It'll require a helluva lot of faceposing and animation though.
Hmm. Faceposer doesn't want to start up for some reason...
[QUOTE=Markntosh;22421230]-snip-[/QUOTE]
Way too few angles, and when an angle changed, you waited about a second before anything appeared, and then another second in the end where nothing happened. Get some DoF in it and some moving cameras.
[editline]09:02PM[/editline]
[QUOTE=Markntosh;22421230]-snip-
[editline]02:59PM[/editline]
The video of the Demoman dancing to the YMCA clip gave me a great idea for a SFM video. It'll require a helluva lot of faceposing and animation though.
Hmm. Faceposer doesn't want to start up for some reason...[/QUOTE]
Oh you snipped it, and thanks :)
[editline]09:05PM[/editline]
I mean, i'm happy i inspired you
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