So I finally got around to finishing another video. Tried smoothing the animations this time like DK said. I'll let you guys be the judge on how that worked out.
[media]http://www.youtube.com/watch?v=a_yt4eUyD_8[/media]
[QUOTE=hamberglar;22432962]So I finally got around to finishing another video. Tried smoothing the animations this time like DK said. I'll let you guys be the judge on how that worked out.
[media]http://www.youtube.com/watch?v=a_yt4eUyD_8[/media][/QUOTE]
The Scout seemed a little stiff at times, but it fit the clip and the movement was solid if a little fast. Good though, nice job.
Alright then I'm new to Facepunch membership obviously, but I've been watching this thread for quiet awhile. I had this TF2 machinima series written and planned out, but then Valve did some something to the SDK that has completely messed up my Faceposer so I figured I'd use my SFM for the series because let's face it: if A LOT of attention and care are put into it, SFM can surpass anything done in the normal game engine.
Anyway as I said I've lurked this thread and I believe I overlooked something I'm curious about:
Is it possible to slow the "breathing" animations if you recorded a puppet? I have a Heavy sitting on some boxes, but his normal "breathing" affects his torso and legs which occassionally sends his hips through the boxes he's sittting on and I'm not sure what needs to be either removed, or smoothed, etc...
host_timescale?
As a programmer (and perfectionist I guess) I'd take the technically best but most likely overkill route of adding a set of operators that limit the z position of the pelvis bone. I haven't actually tried this before so I don't have a set of instructions, but I can try it after my exam later today.
However, if slowing it will work then you can also adjust the individual ChannelClip's timescale. Right click shot->Zoom In. then expand player_NAME_world models. Then right click each relevant model name and choose Set time scale.
[QUOTE=hamberglar;22432962]So I finally got around to finishing another video. Tried smoothing the animations this time like DK said. I'll let you guys be the judge on how that worked out.
[media]http://www.youtube.com/watch?v=a_yt4eUyD_8[/media][/QUOTE]
Stiff, but definitely better. I enjoyed watching it.
[QUOTE=hamberglar;22432962]So I finally got around to finishing another video. Tried smoothing the animations this time like DK said. I'll let you guys be the judge on how that worked out.
[media]http://www.youtube.com/watch?v=a_yt4eUyD_8[/media][/QUOTE]
Definitely better. IMO to bring a little life into him you should you should just play as a Scout, or whatever class you want, and just stand still doing nothing so that instead of a completely in-animate body, the idle animation will play.
The stiff movements fit the voice acting pretty well. Overall i think it was good.
[QUOTE=TheDKer;22443899]Definitely better. IMO to bring a little life into him you should you should just play as a Scout, or whatever class you want, and just stand still doing nothing so that instead of a completely in-animate body, the idle animation will play.
The stiff movements fit the voice acting pretty well. Overall i think it was good.[/QUOTE]
That's what I did. It's just that for some reason I decided it would be better to stop the idle animation and just do it all myself. Which of course led to little breathing save for the huge gasps that come in later. I guess I'll just let the idle animations go from now on.
Thanks for the advice, everyone.
I've watched the end of "Meet the Engineer" a few times today and was curious because it looks like a Medic and a Demoman are actually walking towards the Engy at the end of the video is there something simple to that or were the customized? Or maybe just slowed on the time scale? Am I seeing things or what?
[QUOTE=Razi The Red;22457194]I've watched the end of "Meet the Engineer" a few times today and was curious because it looks like a Medic and a Demoman are actually walking towards the Engy at the end of the video is there something simple to that or were the customized? Or maybe just slowed on the time scale? Am I seeing things or what?[/QUOTE]
If you hold the Alt key, the player moves with your mouse. I assume it has something to do with joystick control for consoles. It's kinda hard to do because if you're like me, you don't have much room to move the mouse, but it can make it look like the person is walking.
Yay I was able to contribute a bit of useful information for a change.
[QUOTE=hamberglar;22458466]If you hold the Alt key, the player moves with your mouse. I assume it has something to do with joystick control for consoles. It's kinda hard to do because if you're like me, you don't have much room to move the mouse, but it can make it look like the person is walking.
Yay I was able to contribute a bit of useful information for a change.[/QUOTE]
Alright that's pretty useful, thanks.
[QUOTE=hamberglar;22432962]So I finally got around to finishing another video. Tried smoothing the animations this time like DK said. I'll let you guys be the judge on how that worked out.
[media]http://www.youtube.com/watch?v=a_yt4eUyD_8[/media][/QUOTE]
Reminded me of how they animated Toy Story.
Hmm. Spy-cloaks don't show on the cameras. Anyone know a way to fix this?
Where did perfumly get his new avatar, i was laughing for like fucking 10 minutes at that
[editline]05:17PM[/editline]
[img]http://www.facepunch.com/image.php?u=223542&dateline=1276053908[/img]
[QUOTE=Darkomni;22494727]Where did perfumly get his new avatar, i was laughing for like fucking 10 minutes at that
[editline]05:17PM[/editline]
[img]http://www.facepunch.com/image.php?u=223542&dateline=1276053908[/img][/QUOTE]
[url]http://www.facepunch.com/showthread.php?t=950264[/url]
[QUOTE=Darkomni;22494727]Where did perfumly get his new avatar, i was laughing for like fucking 10 minutes at that
[editline]05:17PM[/editline]
[img]http://www.facepunch.com/image.php?u=223542&dateline=1276053908[/img][/QUOTE]
My video :)
Thinking about redoing "Frozen in time"... just don't have any ideas on how to redo it :\
[QUOTE=Markntosh;22492402]Hmm. Spy-cloaks don't show on the cameras. Anyone know a way to fix this?[/QUOTE]
Thirdperson
[QUOTE=Croshi;22496987]Thirdperson[/QUOTE]
I believe I tried that. Still didn't seem to work. I noticed that I could make my puppet cloak if I press M2 while in game-mode after recording.
It keeps crashing for me after about 1 minute in. It used to work fine before.
[QUOTE=OrangeL;22496497]Thinking about redoing "Frozen in time"... just don't have any ideas on how to redo it :\[/QUOTE]
Do you mean technically, or creativity wise? If technically, you could just set the timescale to 0, and then make an animated camera fly around, i think.
Hey guys, I'd just like to mention that multiplayer editing works FINE in SFM, so if you need a scene where someone dies or gets set on fire it's very easy to do.
Just get another person with TF2 Beta, same version of course, and have them join your server as if they were playing the game (without the -tools command).
I couldn't get port forwarding to work, but that may just be my router. We were able to use Hamachi to get it working though.
And as a final note, I've used SFM to remake the "Ignis Solus" video by the Lit Fuse guys. Has depth of field, camera angles smoothed, etc. I just have one scene to do before I'm finished--I'll post it here when I upload.
Can we have a 24/7 sfm server for our usage? many thanks if anyone does host one.
If only it was possible in multiplayer SFM to see what the other player is editing...
I imagine it is possible in valve's up-to-date inhouse SFM to do multiplayer filming properly. Because valve is meany butts.
[QUOTE=Darkomni;22507266]I imagine it is possible in valve's up-to-date inhouse SFM to do multiplayer filming properly. Because valve is meany butts.[/QUOTE]
Probably not, actually, because they could just walk over and ask.
Hmm. When I go to export some of my creations, nothing happens. I'll click export in the Export Movie window and then it goes back to it was before. The codec window doesn't even pop up. And yes, I've checked that I'm running it in admin mode. I think it has something to do with animation sets.
Have you tried exporting to a tga sequence?
Admittedly, no. I tried that once before. The end result was a mess of files and a lot of storage space lost. I supposed I could try it again.
[editline]09:09PM[/editline]
Tried it with TGA. Nada. It may also have to do with the time scale being set to 0.07, but I've exported videos at that timescale before with no issue.
[editline]09:10PM[/editline]
Nope. Not the timescale.
[img_thumb]http://img404.imageshack.us/img404/1889/sandvichhuge.jpg[/img_thumb]
the training map looks pretty good if you ask me
[QUOTE=Pikablu07;22530965][img_thumb]http://img404.imageshack.us/img404/1889/sandvichhuge.jpg[/img_thumb]
the training map looks pretty good if you ask me[/QUOTE]
Indeed it does.
Sorry, you need to Log In to post a reply to this thread.