• SFM thread V2
    2,037 replies, posted
[QUOTE=Darkomni;21686366]there's the fact that if they're used correctly they can make a video 10x more immersive. oh, and there's also the fact that we didnt think any of this shit was possible with sfm so we're intrigued. in other news, [media]http://youtube.com/watch?v=WryJgmg3lHk[/media] this is the last one, i promise.[/QUOTE] This one is great, I hope TF2 could support dynamic shadow/lighting like that in-game. :saddowns:
[QUOTE=Croshi;21691459][media]http://www.youtube.com/watch?v=lHW-5Yltmyo[/media] Third test with Harvey and Derrek. This one is my first animation with two characters on screen, interacting, and moving from the place they are standing.[/QUOTE] If i wasn't the man i was i'd kiss ya.
[QUOTE=Croshi;21691459][media]http://www.youtube.com/watch?v=lHW-5Yltmyo[/media] Third test with Harvey and Derrek. This one is my first animation with two characters on screen, interacting, and moving from the place they are standing.[/QUOTE] Just a question: How come the heavy is moving so slow? I never used SFM at all, but it wouldn't it be more realistic if his movements were faster?
[QUOTE=Darkomni;21686366]there's the fact that if they're used correctly they can make a video 10x more immersive. oh, and there's also the fact that we didnt think any of this shit was possible with sfm so we're intrigued. in other news, [media]http://www.youtube.com/watch?v=WryJgmg3lHk[/media] this is the last one, i promise.[/QUOTE] Aw, I want this in the regular game
[QUOTE=Exp;21692377]Just a question: How come the heavy is moving so slow? I never used SFM at all, but it wouldn't it be more realistic if his movements were faster?[/QUOTE] yes this was my fault.
Here's a tutorial. 1. Start SFM 2. Press F10, F11 3. Enter mp_flashlight 1 in console 4. Enter mat_supportflashlight 1 in console 5. Enter r_flashlightscissor 0 in console 6. Enter "bind anykey "impulse 100" and change anykeyhere to any key (derp). 7. Use create a server button to pick a map 8. When loaded, pick any class 9. To record flashlight, move to a position you want your flashlight to be and aim it where you want it to be 10. Disable recording world and sound, so the puppet class doesn't show up 11. Don't turn your flashlight on, and start recording. BEFORE the four beeps end, turn ON your flashlight. 12. Make it really short, end the recording as soon as the four beeps end, and you should have a light. 13. Now, right click on the shot in the timeline, and click "Zoom In" 14. There should be Take1 there, if you haven't recorded anything but the light. If you HAVE, and there's Take1, Take2, etc, just pick the one with the largest number, as that'd be the most recent. 15. Right click the take and hit "Properties" 16. In the DME Element Editor, you should see take1. Go down THIS EXACT PATH in the DME Element Editor: take1 > tracks > Lights > children > flashlightChannelsClip > channels, here you will see three TO four categories called "Visible", "Position", "Orientation", and MAYBE "minDistance". 17. Delete position, orientation, and minDistance, but keep Visible. 18. Go into visible > fromElement, here you will find all the values for editing the flashlight. shadowFilterSize: Blurriness of shadows. shadowDepthBias, shadowSlopeScaleBias: Changes accuracy of shadows, can cause artifacts if set too low. horizontal/verticalFOV: Changes how tall/fat the flashlight projection is. texture: Changes the texture of the flashlight to whatever material. constant/linear/quadraticAtennuation: Seems to change the brightness of the light over distances. maxDistance: Visibility of the light from this distance. intensity: As you guess, changes how intense the light from the flashlight is. color: Self explanatory, comes with a neat little menu that sometimes fails to load. visible: Self explanatory. Hope y'all have fun with those! And remember, exploration is never a bad thing. I wouldn't have ever found out about this if I was one to give up.
Excuse me how do I turn on the flashlight
[QUOTE=Croshi;21695383]Excuse me how do I turn on the flashlight[/QUOTE] Oh shit, I'll add that right away. bind "keyhere" "impulse 100" [editline]12:08PM[/editline] oh god i feel so stupid haha
So it took us 5 months to figure out that the SFM could do dynamic lighting. This means there's still stuff yet to be discovered :o
Also, it seems the lights ARE limited. To six, specifically. If anybody could possibly maybe edit the files and change that higher, that'd be so badass. Probably won't be possible any time in the near future, though. Remember, use the lights WISELY!
Thanks a lot, I just made a Demo puppet :P BTW, in a second I'll make a quick tutorial on fluid animation.
Combine lights with fluid animation, some progressive refinement and HWM models, you could make a really really awesome video. God know what else we'll discover in SFM if we're only just NOW finding out the cool stuff.
I really want to find out how to attach props to props. Meet the Sniper - the Camper van has a bone called bone_camera... WOOOOAH maybe its in animation editor.
Does it do self-shadowing, though? Like, watch Meet the Spy and see how the Blu Spy's arms and the Blu Scout's head cast shadows on their bodies, among other things.
[QUOTE=KarmaPolice;21696529]Does it do self-shadowing, though? Like, watch Meet the Spy and see how the Blu Spy's arms and the Blu Scout's head cast shadows on their bodies, among other things.[/QUOTE] Yes it does!
[QUOTE=KarmaPolice;21696529]Does it do self-shadowing, though? Like, watch Meet the Spy and see how the Blu Spy's arms and the Blu Scout's head cast shadows on their bodies, among other things.[/QUOTE] Yeah, that's kind of why I'm pretty excited about it.
[QUOTE=Darkomni;21695224]Here's a tutorial.[/QUOTE]Many thanks![QUOTE=Darkomni;21695224]constant/linear/quadraticAtennuation: Seems to change the brightness of the light over distances.[/QUOTE]It controls the falloff of the light, The Valve Developer Community Wiki explains how it works. [URL="http://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff"]More info in this link.[/URL] [QUOTE=Croshi;21696311]BTW, in a second I'll make a quick tutorial on fluid animation.[/QUOTE]Oh, I can't wait!
[QUOTE=KarmaPolice;21696529]Does it do self-shadowing, though? Like, watch Meet the Spy and see how the Blu Spy's arms and the Blu Scout's head cast shadows on their bodies, among other things.[/QUOTE] As far as I know, Meet the Spy was rendered with Autodesk Maya.
[QUOTE=robowurmz;21696712]As far as I know, Meet the Spy was rendered with Autodesk Maya.[/QUOTE] I don't think so, unless valve managed to replicate their lighting style and map completely in maya.
[QUOTE=robowurmz;21696712]As far as I know, Meet the Spy was rendered with Autodesk Maya.[/QUOTE] No, I think you mean they animated the characters in Maya, and then imported it into SFM. That's what I heard. In other news, I also found out a week or so ago on how to move the camera without a player. 1. Create Animation Set > Camera#. 2. Select Transform. 3. Select the Manipulation tool. 4. Go into Work Camera. 5. Get somewhere near the camera. 6. [b]BEFORE YOU MOVE THE CAMERA[/b] note that there is no blue line on the timeline for the rotation or just placement. To make those blue lines, just click on the yellow square/the middle of the green red and blue rotation circle. Option: Have someone walk, and then raise the camera in the air, and make it swoop down while they walk! This is also how I did the camera in the Drunk Demoman video.
[QUOTE=Ukuku;21696681]It controls the falloff of the light, The Valve Developer Community Wiki explains how it works. [URL="http://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff"]More info in this link.[/URL][/QUOTE] Thanks for that, should help me with making the lights a bit more realistic. Also, I've yet to see anybody else use lights. I guess you're all still getting used to the method, though. I'm excited to see what you guys will make in the next couple days, and I'll be sure to do a lot more experimenting with SFM's features. [editline]01:29PM[/editline] [QUOTE=Croshi;21697321]Shit about cameras[/QUOTE] My god, you're just a bucket full of filmmaking miracles, aren't you?
Maybe I should get the beta client but that involves sifting through 50 pages of crap. [editline]02:30PM[/editline] Im stuck waiting.
[QUOTE=xpod1;21697469]Maybe I should get the beta client but that involves sifting through 50 pages of crap. [editline]02:30PM[/editline] Im stuck waiting.[/QUOTE] Add me on steam. [url]http://www.steamcommunity.com/id/bites[/url]
[QUOTE=robowurmz;21696712]As far as I know, Meet the Spy was rendered with Autodesk Maya.[/QUOTE] All of Valve's trailers and cinematics are rendered from SFM. The animations are done in Maya, but everything else is in-engine.
I was doing lipsyncing in SFM and it crashed, but fortunately i had remembered to save regularly. Now when i open the save again the lipsyncing is all messed up. It only saved the movement of the jaw, the lips are just frozen. Is this just another common bug?
[QUOTE=TheDKer;21699096]When i open the save again the lipsyncing is all messed up. It only saved the movement of the jaw, the lips are just frozen. Is this just another common bug?[/QUOTE]Yes, that is what greatly hindered my Meet the Flagcarrier making progress, apparently you can't save lipsync if you use HWM models. Which is a shame.
Guys, hamachi is the secret to getting SFM working on multiplayer. Croshi and I are connected right now.
Animation tut up soon?
[media]http://www.youtube.com/watch?v=Xwh0splLpcI[/media] Croshi's, he was taking his sweet time posting so I did it for him.
Just throwing a powerful light into the background makes everything look a shit load better. [IMG_thumb]http://img143.imageshack.us/img143/2462/lights.jpg[/IMG_thumb] (click for 6000 x 3000)
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