Just trying to get my SchroedingerFilms youtube account back (lost the email and password, but I have my activation link so hopefully that is proof enough). Once I do, I have a fully finished Ignis Solus remake to upload! :)
[QUOTE=Cl0ud;22783993]Is your maya not installed in the default location? you might need to edit the bat file to point to the correct location. had to with mine.[/QUOTE]
It's in my Program Files (x86) directory, and I've tried changing the bat file around.
Do you mind pasting the contents of your bat file for reference?
[code]
@ECHO OFF
REM
REM Valve Source SDK - runmaya.bat
REM
REM This is an example .bat file that can be used to launch Maya with
REM appropriate paths set
REM
REM It relies on the environment variable SOURCESDK pointing to the root
REM directory of the Valve SourceSDK installation
REM
REM NOTE: It also assumes Maya is installed in the default location
REM Adjust as required
REM
REM %SOURCESDK%\maya\scripts should be in your MAYA_SCRIPT_PATH
REM %SOURCESDK%\maya\icons should be in your XBMLANGPATH
REM %SOURCESDK%\maya\<VERSION>\plug-ins should be in your MAYA_PLUG_IN_PATH
REM
REM Where <VERSION> is the appropriate version of Maya you are running
REM
REM Maya 2009 Version
REM
REM
REM vsMaster.mll looks for other Valve DLLs relative to the directory specified by %VPROJECT%.
REM Specifically, it looks in %VPROJECT%\..\bin for other Valve DLLs. Valve uses an internal
REM runtime linker and normally it looks relative to the path of the EXE running to find Valve DLLs.
REM In the case of Maya, maya.exe is running from an arbitrary unrelated location so
REM %VPROJECT% is used to locate the DLLs in the manner specified.
REM
SET VPROJECT=%SOURCESDK%\bin\orangebox\bin
REM
REM Workaround for maya installed in (x86) directory.
REM
IF EXIST ProgramFiles(x86) GOTO x86
SET PATH=%PATH%;F:\Apps\Maya\bin;%VPROJECT%\..\bin
GOTO END
:x86
SET PATH=%PATH%;F:\Apps\Maya\bin;%VPROJECT%\..\bin
:END
set MAYAVER=2009
set MAYA_SCRIPT_PATH=%SOURCESDK%\maya\scripts;%MAYA_SCRIPT_PATH%
set XBMLANGPATH=%SOURCESDK%\maya\icons;%XBMLANGPATH%
set MAYA_PLUG_IN_PATH=%SOURCESDK%\maya\%MAYAVER%\plug-ins;%MAYA_PLUG_IN_PATH%
maya
[/code]
[QUOTE=Cl0ud;22785164][code]
@ECHO OFF
REM
REM Valve Source SDK - runmaya.bat
REM
REM This is an example .bat file that can be used to launch Maya with
REM appropriate paths set
REM
REM It relies on the environment variable SOURCESDK pointing to the root
REM directory of the Valve SourceSDK installation
REM
REM NOTE: It also assumes Maya is installed in the default location
REM Adjust as required
REM
REM %SOURCESDK%\maya\scripts should be in your MAYA_SCRIPT_PATH
REM %SOURCESDK%\maya\icons should be in your XBMLANGPATH
REM %SOURCESDK%\maya\<VERSION>\plug-ins should be in your MAYA_PLUG_IN_PATH
REM
REM Where <VERSION> is the appropriate version of Maya you are running
REM
REM Maya 2009 Version
REM
REM
REM vsMaster.mll looks for other Valve DLLs relative to the directory specified by %VPROJECT%.
REM Specifically, it looks in %VPROJECT%\..\bin for other Valve DLLs. Valve uses an internal
REM runtime linker and normally it looks relative to the path of the EXE running to find Valve DLLs.
REM In the case of Maya, maya.exe is running from an arbitrary unrelated location so
REM %VPROJECT% is used to locate the DLLs in the manner specified.
REM
SET VPROJECT=%SOURCESDK%\bin\orangebox\bin
REM
REM Workaround for maya installed in (x86) directory.
REM
IF EXIST ProgramFiles(x86) GOTO x86
SET PATH=%PATH%;F:\Apps\Maya\bin;%VPROJECT%\..\bin
GOTO END
:x86
SET PATH=%PATH%;F:\Apps\Maya\bin;%VPROJECT%\..\bin
:END
set MAYAVER=2009
set MAYA_SCRIPT_PATH=%SOURCESDK%\maya\scripts;%MAYA_SCRIPT_PATH%
set XBMLANGPATH=%SOURCESDK%\maya\icons;%XBMLANGPATH%
set MAYA_PLUG_IN_PATH=%SOURCESDK%\maya\%MAYAVER%\plug-ins;%MAYA_PLUG_IN_PATH%
maya
[/code][/QUOTE]
Thanks. Met helped me fix it. All it took was a Source SDK content refresh.
Hey, i got a problem with the new maps.
Whenever i go into a newer map that has water it has missing textures.
I have tested some facial animation, This is as smooth as I could get it.
[media]http://www.youtube.com/watch?v=o-G_l9jc4dA[/media]
Are those dust particles or whatever in the background default in TF2 or did you have to spawn the particle system?
The dust particles are already there, no need to spawn.
Here is my Ignis Solus remake video!
[media]http://www.youtube.com/watch?v=6ulNE9h47fQ[/media]
ORIGINAL LITFUSEFILMS VERSION:
[media]http://www.youtube.com/watch?v=jPJp_R0ldqg[/media]
Notes:
[list][*]This is a scene for scene remake but it wasn't meant to be exactly in time with the camera angles of the original, but rather a remake with better camera effects (smoothing FTW).
[*]I used the original audio completely, no fiddling with that at all.
[*]I filmed each scene separately and did not save any of the filmmaker scenes, rendering them as soon as I made them (to avoid crashes and rage and memory leak instabilities).
[*]The final cut was edited in Vegas, but note that this was only to put the TGAs together and I did not add any wobble effects or colorizing effects; everything except the titles are directly from filmmaker.
[*]Also please understand that I was not trying hard to make the scout's one line look correct, he's just saying "need a teleporter here" and for all the pyro's movements I just used in-game looking around, voice commands, etc. This is more about the camera angles and effects than the character animations. I'll be trying to get Maya to work for my next project!
[*]Yes, 24 FPS is a bit jerky, but it's SFM default. I'll use 30 next time.
[/list]
A few things I came across while making this:
[list]
[*]You can use a listen server with Hamachi to record scenes
[*]In order for the intel to show on your back, you must record in thirdperson
[*]In order for the blue glow effect to show for intel you must record someone else or use a bot with bot_mimic (I only did this for the beginning of the intel scene), it must not attach that particle effect if it records you.
[*]You can do the 'wobble' effect like this (takes a bit of practice):
[list][*]Making an animation set
[*]choosing the camera and the Transform item
[*]moving to edit mode in the work camera
[*]clicking on the yellow box to "register" the location
[*]going back to the camera view, and jittering the view a tiny bit
[*]Smoothing the camera about 6-7 times or as necessary to make the jitters slow and soft.[/list]
[*]Even if you aren't using depth of field directly with animation sets, if you disable it in the rendering options it makes the output a bit jaggy at times, which you can see in some of the first scenes. After realizing this I figured it wasn't worth remaking.
[*]Source Filmmaker exports corrupt TGAs after staying open for a while. While most of these open fine in Photoshop, Picasa, etc, they are identified by Vegas as MP3s for some reason and so it refuses to open them as a TGA sequence, or sometimes they end up as black frames. To solve this I opened and directly saved them in VirtualDub. Not sure why, but this fixed it for almost all of the movie. There is one scene however which I had to export as a PNG sequence in order for it to render properly in Vegas.
[/list]
If anyone wants original TGAs of any part of the video, I still have them, but I may have to delete them to save space as my hard drive is basically full (about 15 gigs, maybe more of TGAs). Let me know the time of the frame you want and I'll try to oblige (tga's or pngs, I can convert).
Oh and yes, the last scene is from the original. I plopped it in there to show how well they fit together I suppose.
That was fantastic. Nice work.
Hehe, I was able to play back both videos simultaneously on the thread. It was quite amusing.
I can't wait til thursday when my summer vacation starts. There's so much I want to do this summer (movie-wise)
Nice work - captures the feeling of the initial piece perfectly! Especially neat that it uses the original's audio. I'll have to try playing them back at the same time later. Also:
[QUOTE='[qt] benny hill;22788341']Even if you aren't using depth of field directly with animation sets, if you disable it in the rendering options it makes the output a bit jaggy at times, which you can see in some of the first scenes. After realizing this I figured it wasn't worth remaking.[/QUOTE]
Never noticed that! Something to keep in mind while rendering I guess.
[QUOTE=Metroid48;22788656]Never noticed that! Something to keep in mind while rendering I guess.[/QUOTE]
Yup, it renders much faster with DoF disabled, but you get the jaggies visible in the flamethrower scene around his head and also during the first intel capture.
In fact... I just thought of this: I bet the portal 2 guys used SFM to make those screenshots but disabled depth of field when rendering-hence the lack of antialiasing.
I find it fun to use DOF as antialiasing for some reason, set the DOF focal plane as low as it'll go, and put the aperture value really low to a point where it erases jaggies but doesn't make it blur to hell.
[url]http://forums.alliedmods.net/showthread.php?t=130263[/url]
Now, to wait.
Too bad the first response is an accusation of piracy. :downs:
I'm hoping that thread does generate results, once that one guy is fended off.
Firstly, some people actually do happen to still have the TF2 Beta legitimately. Secondly, Robin Walker himself said he enjoyed one of the videos made with SFM (even after being informed). I'm referring to the "Fastest kid in the world" video, see description.
If one of the main developers of TF2 is ok with it, then it really shouldn't be a problem to develop a sourcemod plugin for it.
Yeah, some awesome guy decided to post and help me out. Let there be great videos, for all!
Made this in one sitting. Hooray for me.
[media]http://www.youtube.com/watch?v=vhSBLLp-TX0[/media]
What do you need Source Mod for anyway?
[QUOTE=hamberglar;22791653]Made this in one sitting. Hooray for me.
[URL="http://www.facepunch.com/#"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=vhSBLLp-TX0[/URL]
[/QUOTE]
Brilliant.
[QUOTE=Pandamobile;22791669]What do you need Source Mod for anyway?[/QUOTE]
From the topic:
"Sourcemod uses sm_cvar which can access private and locked variables, such as tf_scout_air_dash_count, allowing you to change the number of doublejumps a scout can do, and many more commands as well. However, attempting to use sourcemod with the tf2 beta (the only version of tf2 that the SFM can run on) only causes it to crash whenever you load a map."
[editline]02:25AM[/editline]
Oh, to clarify, I'm "gavintlgold" in that thread in case you're watching both :P
as benny says, it can change a lot of cvars that would be beneficial to making videos.
[media]http://www.youtube.com/watch?v=cUZkDZLSj_4[/media]
That's my first attempt at SFM's animation and faceposing, thoughts?
So, looks like the guy who was complaining isn't really an integral part of the team (if he's at all a part of anything). All is not lost.
On a different subject, my friend and I want to make a sort of TF2 comedy series with SFM. We've gotten a few voice actors already but are still interested if anyone has relatively good TF2 voices.
Now that we know how to use Maya etc to import into SFM we're interested in recruiting good animators to help ease the burden. Granted, we don't have a script yet, but it's in the works. If I don't have to do all of the animations the process will be significantly easier.
Please let me know in a PM with your email if you're interested in joining the project.
[editline]04:16AM[/editline]
[QUOTE=Razi The Red;22793115][media]http://www.youtube.com/watch?v=cUZkDZLSj_4[/media]
That's my first attempt at SFM's animation and faceposing, thoughts?[/QUOTE]
That's quite nice. I'm just going to be very critical just so you can improve so please take no offense :)
[list]
[*]Video is squashed, not sure exactly why but it should be fixed.
[*]Extremely low framerate (7 or 10 fps?)
[*]Not using mat_picmip -10 to make pretty pitchurs
[*]Looks like you aren't smoothing the camera. Take a look at the tutorials and see if you can get that working because it makes camerawork MUCH easier and it also makes it look much better.
[*]Are you using Faceposer? Isn't that broken? If you're using the animation set editor to animate the heavy's mouth then you are a GOD at it but I think you're using Faceposer. HOW? It's broken for me, just crashes :(
[*]I like your animations, they looked very natural most of the time! The heavy actually looked like he was having a conversation. I liked the way he looked at the camera and cocked his head, etc.
[*]Try some effects like motion blur and depth of field. Really helps improve the overall look of the video.
[/list]
Once again, please don't take offense, I'm just trying to help you out. Good luck!
[QUOTE=hamberglar;22791653]Made this in one sitting. Hooray for me.[/QUOTE]
Wonderful.
[QUOTE='[qt] benny hill;22788552']Hehe, I was able to play back both videos simultaneously on the thread. It was quite amusing.[/QUOTE]
[url]http://www.youtubedoubler.com/?video1=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D6ulNE9h47fQ&start1=19&video2=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DjPJp_R0ldqg&start2=12&authorName=2010[/url]
[QUOTE=Cl0ud;22793500][url]http://www.youtubedoubler.com/?video1=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D6ulNE9h47fQ&start1=19&video2=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DjPJp_R0ldqg&start2=12&authorName=2010[/url][/QUOTE]
This one seems better to me :D
[url]http://youtubedoubler.com/6S7b[/url]
Could just be Google Chrome though, it seems like the syncing isn't perfect every time.
So, could someone with sourcefilmmaker available to them at this very point in time test sourcemod? Preferably from the latest version and then down, so we can find the most recent version that works with the tf2 beta. Remember to install metamod: source, else sourcemod won't run properly. IF you need any help figuring out how to install them properly into tf2 beta, just add and ask me over steam.
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