As in if i'm just playing the game normally? That works, yes.
I really like the music.
[media]http://www.youtube.com/watch?v=lG71Jm0ViMw[/media]
I would have had the camera zoom in at the beginning but I was having some trouble with the field of view slider.
needs more facial expressions.
My first real MotionBuilder animation test.
[media]http://www.youtube.com/watch?v=p6hkA2QvaW4[/media]
With some mistakes of course, but finally I managed to do it properly.
[QUOTE=Appolox;23018624]My first real MotionBuilder animation test.
[media]http://www.youtube.com/watch?v=p6hkA2QvaW4[/media]
With some mistakes of course, but finally I managed to do it properly.[/QUOTE]
I'd suggest hitting the smooth a couple more times to make the jerking a little more subtle.
I'm not criticizing or insulting anyone: May I ask why most of you are interested in utilizing Motion Builder?
I'm assuming there's just better animation oriented tools involved by using it? SFM's built in animation tools seem just fine to me.
[QUOTE=Razi The Red;23021630]I'm not criticizing or insulting anyone: May I ask why most of you are interested in utilizing Motion Builder?
I'm assuming there's just better animation oriented tools involved by using it? SFM's built in animation tools seem just fine to me.[/QUOTE]
You can rig the models so that by dragging the character's hand they bend over and everything looks realistic. It doesn't crash since it's not an unreleased buggy piece of software. Also, it uses keyframes and layers rather than the ramp slider thing, so you can move the animations around and animate different things at a time.
Also, you can save the animation directly rather than having to save a scene
It's a much more satisfying experience than stressfully trying to move models (half the time the SFM 3d dragger doesn't even work, and then you get crashes and stuff).
[QUOTE='[qt] benny hill;23021738']You can rig the models so that by dragging the character's hand they bend over and everything looks realistic. It doesn't crash since it's not an unreleased buggy piece of software. Also, it uses keyframes and layers rather than the ramp slider thing, so you can move the animations around and animate different things at a time.
Also, you can save the animation directly rather than having to save a scene
It's a much more satisfying experience than stressfully trying to move models (half the time the SFM 3d dragger doesn't even work, and then you get crashes and stuff).[/QUOTE]
Ah I see. Thankfully I've never had any such problems with SFM and I'll just stick with it. :3
I don't know if most of you know this (I know Metroid and a few others do [I think]), but it's entirely possible to run GMod maps in Source Filmmaker. Drag-and-drop for most maps, but some require a command or two (think Floating Mountains).
That is all. Now I will be under my bridge once more.
[QUOTE=Ultima422;23036676]I don't know if most of you know this (I know Metroid and a few others do [I think]), but it's entirely possible to run GMod maps in Source Filmmaker. Drag-and-drop for most maps, but some require a command or two (think Floating Mountains).
That is all. Now I will be under my bridge once more.[/QUOTE]
Hmmm.. what about metroid's cubemaap conversion script??? do we need to run that before dragging and dropping?
Hey, guys. I'm back in business. My new 5770 radeon card arrived yesterday and I had to format and install windows 7 to get it working :v:
I backed up my steam folder and SFM as well, and it all works pretty flawlessly!
I've found a really nice plugin for sourcemod, lists ALL cvars, including locked and private. It's right [url=http://forums.alliedmods.net/showthread.php?p=589914]here[/url].
[editline]08:22AM[/editline]
Ugh, SFM refuses to run. I can open the normal beta and load a map fine and dandy but whenever I try to add -tools to the target, it refuses to load. :frown:
[media]http://www.youtube.com/watch?v=KGbO3GZmEy0[/media]
whoring views here
too bad flashlights don't bounce like real light does
REALLY nice lighting! Also, where did you get the music?
[QUOTE=Fussy!;23117851]REALLY nice lighting! Also, where did you get the music?[/QUOTE]
self esteem fund
it's in portal's music folder man
[QUOTE=Pikablu07;23117673][media]http://www.youtube.com/watch?v=KGbO3GZmEy0[/media]
whoring views here
too bad flashlights don't bounce like real light does[/QUOTE]
That's pretty nice looking.
I'm waiting for my summer bordem to really kick in so I can sit down and write an original full-fleged SFM machinima. All my previous stuff is just movie recreations.
I'd be doing a fully fledged machinima right now if sfm worked :saddowns:
[QUOTE=Pikablu07;23117673][media]http://www.youtube.com/watch?v=KGbO3GZmEy0[/media]
whoring views here
too bad flashlights don't bounce like real light does[/QUOTE]
I liked that very much
[QUOTE=Pandamobile;23118412]I'm waiting for my summer bordem to really kick in so I can sit down and write an original full-fleged SFM machinima. All my previous stuff is just movie recreations.[/QUOTE]
Glad to know I'm not the only one.
:D
I enjoy that. It would make a good machinima series if continued right.
Damn that's nice.
IMO, Medic should've volunteered to be squished by the doors in order to let Heavy through, only to die. Then the cube comes down for Heavy to move on.
How would I go about seperating part of a model from the rest of it?
I'm setting up a scene where the Engi's helmet is laying nearby, but isn't on his head, but if I move the model's (i.e the Engi's) head it moves the distant helmet laying on the computer as well and obviously that won't work well in the scene.
EDIT:
I also get a weird looking stretch on his ears sometimes, any method to fix that or am I just S.O.L?
yeah.... you know i've been trying to get dynamic lightings to work but im just not following the instructions right.......... Can someone please make a video of it! PLEASE :HALO:
[QUOTE=cyber-core_360;23154038]yeah.... youi know i've been trying ti get dynamic lightings to work but im just not followinf the instructions right.......... Can someone please m ake a video of it! PLEASE :HALO:[/QUOTE]
It isn't that hard... the instructions are pretty straight forward, too.
Sorry, I've been on vacation and, looking at the last post, I apologize about it.
Anyways, still no ideas. Still no creativity for such a great tool.
[QUOTE=Razi The Red;23145753]How would I go about seperating part of a model from the rest of it?
I'm setting up a scene where the Engi's helmet is laying nearby, but isn't on his head, but if I move the model's (i.e the Engi's) head it moves the distant helmet laying on the computer as well and obviously that won't work well in the scene.
EDIT:
I also get a weird looking stretch on his ears sometimes, any method to fix that or am I just S.O.L?[/QUOTE]
I don't think that's possible, though you could just make another engineer and exit as quick as possible to prevent the breathing animation which will make the helmet move. Then just use his helmet and put it on the table
[QUOTE=TheDKer;23158153]I don't think that's possible, though you could just make another engineer and exit as quick as possible to prevent the breathing animation which will make the helmet move. Then just use his helmet and put it on the table[/QUOTE]
Tried that, but hiding the other helmet way down below the floor gets me that weird rubber ear look...
But I might be able to move the helmet just on the other side of a nearby wall or inside a computer nearby... might work because the stretchy ears don't seem to show until the helmet is QUITE some distance away, like 2-3 meters.
Working on a small series in the portal maps - have any of you had this problem before?
[img]http://filesmelt.com/dl/fuckinsquares.png[/img]
As you can see, the textures are there, but there's some kind of overlay that's missing causing pink and black squares to show up, and we all know that's no good. How would I fix it?
[QUOTE=Darkomni;23180295]Working on a small series in the portal maps - have any of you had this problem before?
[IMG]http://filesmelt.com/dl/fuckinsquares.png[/IMG]
As you can see, the textures are there, but there's some kind of overlay that's missing causing pink and black squares to show up, and we all know that's no good. How would I fix it?[/QUOTE]
Either a reflection error or missing that "Cracks everywhere" overlay.
Hey do any of you guys have difficulty running faceposer for TF2?
I've got a new movie i want to record in sfm but i need to use faceposer for the characters im using. But it flat out refuses to work and crashes instantly on startup. Nor can i get it to work in any other source games right. Its driving me nuts.
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