• SFM thread V2
    2,037 replies, posted
[QUOTE=Metroid48;22865097]I'm thinking more of [url=http://www.facepunch.com/showpost.php?p=19692739&postcount=1386]this method[/url], since if it works as advertised it does actually utilize the Import VCD option. It should be easy enough to see the comparison between a successful import, with model, and the attempts to import regular vcds. Presumably that would reveal how to edit unsuccessful imports to apply to a model.[/QUOTE] I think I have some old vcds from a project I was doing and if I'm lucky I associated them with models...
[QUOTE=Metroid48;22865097]Thanks. Also, is it just my version or is rendering limited to a maximum of your active resolution but posters can be anything you want? It seems like an odd limitation.[/QUOTE] I have a 720p monitor, but I have a 1080p option. Granted, I haven't used it, so I can't be entirely sure. I imagine the posters were given infinite size so as to give the image editors plenty of room to work.
This is the result of me opening that VCD, which has all classes inside it (it's a big, long vcd). The models seemed to all spawn where I was looking. But they're all crumpled up and they don't move or emit any sound. [URL=http://imgur.com/cMEWd.jpg][IMG]http://imgur.com/cMEWdl.jpg[/IMG][/URL] Very odd looking...
[QUOTE='[qt] benny hill;22865574']This is the result of me opening that VCD, which has all classes inside it (it's a big, long vcd). The models seemed to all spawn where I was looking. But they're all crumpled up and they don't move or emit any sound. [URL=http://imgur.com/cMEWd.jpg][IMG]http://imgur.com/cMEWdl.jpg[/IMG][/URL] Very odd looking...[/QUOTE] Oh god.
Just found another site for motion capture animations (this is the free section) [url]http://mocapdata.com/index.cgi?category_id=19053[/url]
in case anyone didn't know this already [img_thumb]http://img716.imageshack.us/img716/333/hbloomex.jpg[/img_thumb] dumb effect that's probably only useful for dream sequences or something
Just discovered something! Over here [url]http://www.facepunch.com/showthread.php?t=958705[/url] there's a discussion about a neat local command for playing any faceposer sound with the faceposing. Well, it works in SFM and it also works with custom files (just specify the path relative to sounds/ after playgamesound) AND IT PLAYS THE FACEPOSES OF CUSTOM FILES! This makes me very happy because it lets you do faceposing with puppets much more easily. Just discovered so still fiddling... VOILA: [media]http://www.youtube.com/watch?v=94xVE01WYug[/media]
We seriously need to get the wiki updated with some of this stuff - that was posted [url=http://www.facepunch.com/showpost.php?p=19778092&postcount=1555]way back in the first thread[/url]! The custom paths bit is new though.
[QUOTE=Metroid48;22867545]The custom paths bit is new though.[/QUOTE] Yep, all I needed to do was pop my master VCD in the scenes folder, get all the separate .wav files in the sound folder, and then run the corresponding .wav file for that segment of VCD. A bit easier than changing names and using voice commands. Now, to combine these faceposing things with some custom animations (since I have nothing better to do until Faceposer works again)
Definitely. Also, in case anyone wants to edit a wiki, many useful posts from the first thread: [url=http://www.facepunch.com/showpost.php?p=21826313&postcount=369]http://www.facepunch.com/showpost.php?p=21826313&postcount=369[/url] [editline]01:34AM[/editline] Ok, semi-useful :v:
Really wish I could add HL2 citizens in, this would be a godsend Apparently Valve has managed to (see their HL2 mac teaser) so we *probably* can We're running on the TF codebase though, right? So there are absolutely no NPCs and stuff like that — but would that change if we switched the filmmaker from tf to hl2 just like some people did with tf to portal, or is that an entirely different story?
[QUOTE=Max of S2D;22869667]but would that change if we switched the filmmaker from tf to hl2 just like some people did with tf to portal, or is that an entirely different story?[/QUOTE] I'm pretty sure that the portal stuff was just being able to load Portal maps in TF2, not actually load the portal engine. Hence the engies in the test chamber. Pretty sure you can't get SFM to work with a Portal binary, only the Beta TF2 one. By the way, used another audio file from that same machinima VCD and came up with this (my first trying hard animation) [media]http://www.youtube.com/watch?v=-ipFcah5rTE[/media] (this uses the playgamesound command)
[QUOTE='[qt] benny hill;22867096']Just discovered something! Over here [url]http://www.facepunch.com/showthread.php?t=958705[/url] there's a discussion about a neat local command for playing any faceposer sound with the faceposing. Well, it works in SFM and it also works with custom files (just specify the path relative to sounds/ after playgamesound) AND IT PLAYS THE FACEPOSES OF CUSTOM FILES! This makes me very happy because it lets you do faceposing with puppets much more easily. Just discovered so still fiddling... VOILA: [media]http://www.youtube.com/watch?v=94xVE01WYug[/media][/QUOTE] are you kidding? people didn't know this? it's what i used for most of my stuff [editline]10:32AM[/editline] I'm gonna ask this again cause I didn't see any answer: So I'm silly and can't work this out, what way are you guys getting something from endorphin to a dmx
[QUOTE=Ukuku;22847099]Use bots. You can make a bot build a sentry using bot -class Engineer -name Engineer, bot_mimic 1 and bot_command Engineer build3[/QUOTE] Well I knew all of that, but I was hoping there was an easier method.
[hd]http://www.youtube.com/watch?v=9gRRUOodB4g[/hd] ok I have a problem, every time I load a dmx file all blu characters have a sort of flame texture on them and I can't get rid of it. you can even see it in that video!
That's a general issue with SFM that can happen even with regular puppet recordings. The general solution is to just replace the flame overlay with a transparent texture, [url=http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Fire_Texture_Fix]as suggested on the wiki[/url]. That solves the issue as long as you're not planning on lighting characters on fire. [editline]05:19PM[/editline] Also, I bet that's one of the fastest non-troll bans! :v:
[QUOTE=Porky;22881605] [URL="http://www.facepunch.com/#"]View HD YouTUBE video[/URL] [URL="http://youtube.com/watch?v=9gRRUOodB4g&hd=1"]http://youtube.com/watch?v=9gRRUOodB4g[/URL] ok I have a problem, every time I load a dmx file all blu characters have a sort of flame texture on them and I can't get rid of it. you can even see it in that video![/QUOTE] What the flying fuck :v:
After I rig the model, it crashes and says the display driver stopped working. Can anyone explain to me why this is happening? Here's a picture. [img]http://img163.imageshack.us/img163/7561/wutx.jpg[/img]
[QUOTE='[qt] benny hill;22865574']This is the result of me opening that VCD, which has all classes inside it (it's a big, long vcd). The models seemed to all spawn where I was looking. But they're all crumpled up and they don't move or emit any sound. [URL=http://imgur.com/cMEWd.jpg][IMG]http://imgur.com/cMEWdl.jpg[/IMG][/URL] Very odd looking...[/QUOTE] Demoengimediheavy starship, go!
Another thing I should mention about that attempt to load the VCD: Those models refused to be moved like one normally could, I tried to drag the yellow box or the coordinate things but they wouldn't budge...
That's odd. Could you upload the save, immediately after import?
[QUOTE=Metroid48;22892947]That's odd. Could you upload the save, immediately after import?[/QUOTE] Here it is: [url]http://dl.dropbox.com/u/79523/hovertf2.dmx[/url]
[hd]http://www.youtube.com/watch?v=tXpz1-_dmJE[/hd]
What do I do wrong? I have exported my animation from motion builder back to maya, exported it to dmx and tried to load in SFM but it pops me a message box that file does not contain any animation.
For some reason, I can't export my films. I make em, add actors, goto the export movie window, set my options, hit export, and it sends me back to the working window. No pop-up rendering window, nothing. Any help?
Parky stop trying to be Jimbomcb And to all others, nothing makes me more mad than a video out of focus! Animate you focal points! [editline]06:38PM[/editline] Btw Cloud, nice one with the Maya tutorials and stuff. Maybe i won't use it, but i bet others will.
[QUOTE=Dachande;22902269]For some reason, I can't export my films. I make em, add actors, goto the export movie window, set my options, hit export, and it sends me back to the working window. No pop-up rendering window, nothing. Any help?[/QUOTE] Try rendering to TGAs.
[QUOTE=Metroid48;22902408]Try rendering to TGAs.[/QUOTE] Nope, I tried all different kinds of options. TGA's, Resolution, ect ect. Each time the same thing. It worked for me the FIRST time I decided to render something, though.
[QUOTE='[qt] benny hill;22893916']Here it is: [url]http://dl.dropbox.com/u/79523/hovertf2.dmx[/url][/QUOTE] Took a look through it and I have no idea what it's trying to do. As far as I can tell, there's no channels whatsoever that affect the bones. In addition, there are multiple "event_ramp" channels (even for sounds) which do [b]NOT[/b] target any element, meaning they might as well not exist. So it looks like a half-implemented feature. Or else it's just breaking with that vcd for some reason. By the way, moving inside the mess produces some amazing abstract art: [img]http://thefwcentral.com/upload/content/images/tf2_sfmAbstractf078dd8.png[/img] :v:
[QUOTE=Appolox;22901469]What do I do wrong? I have exported my animation from motion builder back to maya, exported it to dmx and tried to load in SFM but it pops me a message box that file does not contain any animation.[/QUOTE] You have to export the DMX as a skeletal animation.
Sorry, you need to Log In to post a reply to this thread.