[QUOTE=Darkomni;25626016][img_thumb]http://gyazo.com/d97c6003ec7b7ece0227ac1a28a987da.png[/img_thumb]
Importing valve's official anims from current tf2 into sfm. The broken arms are because this is the animations meant for the more recent models being placed on the ones made in the tf2 beta.[/QUOTE]
Are all of the animations that fucked up?
[QUOTE=Darkomni;25626016][img_thumb]http://gyazo.com/d97c6003ec7b7ece0227ac1a28a987da.png[/img_thumb]
Importing valve's official anims from current tf2 into sfm. The broken arms are because this is the animations meant for the more recent models being placed on the ones made in the tf2 beta.[/QUOTE]
Is that the Backburner I see?
[QUOTE=Razi The Red;25631009]Is that the Backburner I see?[/QUOTE]
It does look like it, it's not that hard to make really, just affix the Backburner head to the regular flamethrower, and replace the sounds :buddy:
[QUOTE=Jojje;25631585]It does look like it, it's not that hard to make really, just affix the Backburner head to the regular flamethrower, and replace the sounds :buddy:[/QUOTE]
I'm guessing I was interested in whether it was a skin or the real thing. I know adding in hats was discovered, but weapons as well would be an interesting step foward.
[QUOTE=Pandamobile;25629565]Are all of the animations that fucked up?[/QUOTE]
I've only tried it with the heavy, but the arms seem to always be that messy since it's the new tf2 animations on the beta tf2 models. If you'd like I could show you how to apply the animations, though. Quite simple once you've got the process down, but I spent like over half an hour figuring it all out.
We were quite in luck considering valve provides literally every animation in dmx format, though.
[QUOTE=Dr Nick;21668854][media]http://www.youtube.com/watch?v=Tm5hzFl6FWM[/media]
Made this with SFM. Mostly as a test.[/QUOTE]
This inspired me :3:.Pretty fucking awesome, will try doing shit with it tommorow
[QUOTE=Darkomni;25643066]I've only tried it with the heavy, but the arms seem to always be that messy since it's the new tf2 animations on the beta tf2 models.[/QUOTE]
Now don't hold me to this, but I had an error with SFM waaaay back when and thought that the lack of Sniper taunts was the result of something I had done. So I brought the files in the current TF2 models folder into the SFM models folder and experienced... no real change actually. I noticed that there are a few extra bones (i.e a "medal" bone), but there was a few problems with the fingers too so I seperated that copy of SFM into another folder somewhere and brought a backup of the original SFM back to the front to work with.
tl;dr: You can put new model files into the beta folder, but I can't promise it does anything since I didn't really tamper with it.
[QUOTE=Darkomni;25643066]I've only tried it with the heavy, but the arms seem to always be that messy since it's the new tf2 animations on the beta tf2 models. If you'd like I could show you how to apply the animations, though. Quite simple once you've got the process down, but I spent like over half an hour figuring it all out.
We were quite in luck considering valve provides literally every animation in dmx format, though.[/QUOTE]
Can you not just copy/paste the models and anims into the old folder, or are those linked to the engine build somehow?
I never said you couldn't, I just hadn't moved the new models over yet.
I think I'm going to wait until the official SFM release. For now I'll stick with the Source SDK despite its a little more limited than the SFM.
[QUOTE=Darkomni;25648393]I never said you couldn't, I just hadn't moved the new models over yet.[/QUOTE]
I did, the only problem I had was that the fingers didn't seem to flex right. The... uh... 2 and 3 joints?
[QUOTE=DominationDarre;25648672]I think I'm going to wait until the official SFM release. For now I'll stick with the Source SDK despite its a little more limited than the SFM.[/QUOTE]
Enjoy waiting forever.
[QUOTE=Pandamobile;25660732]Enjoy waiting forever.[/QUOTE]
I intend do try. The SDK doesn't suck as bad as many people think and it's 100% legally available for free. People are like 'OH NOES I WNAT 2 MAEK TF2 MOVIES BUT I DUN WANNA BRAKE DA LAW WAT DO' but always look past the SDK. It's a little less flashy looking and not [i]quite[/i] as powerful but it sure as hell gets the job done.
[QUOTE=DominationDarre;25663809]I intend do try. The SDK doesn't suck as bad as many people think and it's 100% legally available for free. People are like 'OH NOES I WNAT 2 MAEK TF2 MOVIES BUT I DUN WANNA BRAKE DA LAW WAT DO' but always look past the SDK. It's a little less flashy looking and not [i]quite[/i] as powerful but it sure as hell gets the job done.[/QUOTE]
I would say it plans to release alongside Duke Nukem Forever, but now that Duke actually DOES have a release date, I can't use that joke anymore.
[quote]It's a little less flashy looking and not [i]quite[/i] as powerful[/quote]
Something of an understatement. As much of a hassle as SFM is, its a helluva lot preferable to going through the shit necessary for in-game filming, requiring actors, server reservation, and pretty experienced work with the console.
Except you can already do more or less everything you want in Source without having to mess with the pipeline forced by SFM (DMX-supporting software required) and its crashes
Look at this.
[hd]http://www.youtube.com/watch?v=mQIdVd5BvTU[/hd]
Depth of field, motion blur, custom animations.
A lot of people in the comments think it's SFM.
It's Gmod.
[QUOTE=mlebled;25668323]Depth of field, motion blur, custom animations.
A lot of people in the comments think it's SFM.
It's Gmod.[/QUOTE]
It's imported animation. While impressive the fact that it's imported into GMod makes it no more impressive than say SFM or heavy duty SDK work (which I believe is how he assembled it all).
Don't get me wrong it's a right fine job, but I'd prefer SFM to the importing, exporting, and extra work required to make videos with the aforementioned features.
[QUOTE=Razi The Red;25668777]Don't get me wrong it's a right fine job, but I'd prefer SFM to the importing, exporting, and extra work required to make videos with the aforementioned features.[/QUOTE]
Yeah, everyone chooses his own workflow, I have nothing against that :v:
It depends at what you mean by "heavy duty SDK work", but here's [url=http://maxofs2d.cafegaming.fr/public/img/workflow.png]a handy graph of how I do things[/url]. To be honest, I pretty much got used to it, now, it seems extremely simple while I couldn't understand anything months ago and was cursing the engine to be doomed to the pits of hell for all eternity :rolleyes:
It's just that I really can't be arsed to try to overcome all the glitches of Source Filmmaker, so I'm just telling all of you: there's an alternative.
WIP - Meet the Cowboy (temp)
This video i made proves one thing, i cant write/plot storyline for sh**. The sound effect also kinda sux...
[url]http://www.youtube.com/watch?v=oExo2cNLxBM[/url]
enjoy :D
[QUOTE=arrow1234;25709631]WIP - Meet the Cowboy (temp)
[media]http://www.youtube.com/watch?v=oExo2cNLxBM[/media]
enjoy :D[/QUOTE]
That's really awesome! Great work!
[QUOTE=arrow1234;25709631]WIP - Meet the Cowboy (temp)
This video i made proves one thing, i cant write/plot storyline for sh**. The sound effect also kinda sux...
[url]http://www.youtube.com/watch?v=oExo2cNLxBM[/url]
enjoy :D[/QUOTE]
Holy balls. How do you parent objects like weapons to models?
[QUOTE=arrow1234;25709631]WIP - Meet the Cowboy (temp)
This video i made proves one thing, i cant write/plot storyline for sh**. The sound effect also kinda sux...
[url]http://www.youtube.com/watch?v=oExo2cNLxBM[/url]
enjoy :D[/QUOTE]
Impressive lad, VERY impressive.
[QUOTE=Pandamobile;25710507]Holy balls. How do you parent objects like weapons to models?[/QUOTE]
Someone hit on this recently. Body group name is... sorry, I forget. :frown:
(Perhaps our friend arrow there could refresh me)
well....everything was done in MotionBuilder, eg animating, bone parenting(like how the hand is holding the weapon) and even the time warp(the slow-mo shot you may have noticed).
So basically i have the least things to do in SFM, i bet you can tell that i havent even done a whole lot about the facial expression/lip sync stuff.
Do you have to bring the weapons into Motion Builder too? Or like, what exactly do you have to do? Mind explaining a bit further how you do this?
[QUOTE=arrow1234;25709631]WIP - Meet the Cowboy (temp)
This video i made proves one thing, i cant write/plot storyline for sh**. The sound effect also kinda sux...
[url]http://www.youtube.com/watch?v=oExo2cNLxBM[/url]
enjoy :D[/QUOTE]
awesome. super awesome. epicly awesome.
it has 211 likes, and 0 dislikes. AWESOME!
[QUOTE=Pandamobile;25723716]Do you have to bring the weapons into Motion Builder too? Or like, what exactly do you have to do? Mind explaining a bit further how you do this?[/QUOTE]
You may have a better understanding if i post the bone hierarchy of the character (lets just talk about the engineer here). This is the header of the smd:
version 1
nodes
0 "Fbx_Root" -1
1 "valve_engie_MB_meetTheCowboy_[main]" 0
2 "bip_pelvis" 1
3 "bip_hip_R" 2
4 "bip_knee_R" 3
5 "bip_foot_R" 4
6 "bip_toe_R" 5
7 "bip_spine_0" 2
8 "bip_spine_1" 7
9 "bip_spine_2" 8
10 "bip_spine_3" 9
11 "bip_neck" 10
12 "bip_head" 11
13 "prp_helmet" 12
14 "cowboy_hat" 12
15 "jnt_mask" 12
16 "bip_collar_L" 10
17 "bip_upperArm_L" 16
18 "bip_lowerArm_L" 17
19 "bip_hand_L" 18
20 "bip_index_0_L" 19
21 "bip_index_1_L" 20
22 "bip_index_2_L" 21
23 "weapon_bone_L" 19
24 "bip_pinky_0_L" 19
25 "bip_pinky_1_L" 24
26 "bip_pinky_2_L" 25
27 "bip_ring_0_L" 19
28 "bip_ring_1_L" 27
29 "bip_ring_2_L" 28
30 "bip_thumb_0_L" 19
31 "bip_thumb_1_L" 30
32 "bip_thumb_2_L" 31
33 "bip_middle_0_L" 19
34 "bip_middle_1_L" 33
35 "bip_middle_2_L" 34
36 "bip_collar_R" 10
37 "bip_upperArm_R" 36
38 "bip_lowerArm_R" 37
39 "bip_hand_R" 38
40 "bip_thumb_0_R" 39
41 "bip_thumb_1_R" 40
42 "bip_thumb_2_R" 41
43 "bip_index_0_R" 39
44 "bip_index_1_R" 43
45 "bip_index_2_R" 44
46 "bip_middle_0_R" 39
47 "bip_middle_1_R" 46
48 "bip_middle_2_R" 47
49 "bip_ring_0_R" 39
50 "bip_ring_1_R" 49
51 "bip_ring_2_R" 50
52 "weapon_bone_1" 39
53 "weapon_bone" 39
54 "bip_pinky_0_R" 39
55 "bip_pinky_1_R" 54
56 "bip_pinky_2_R" 55
57 "prp_starter" 39
58 "guitar" 9
59 "bip_hip_L" 2
60 "bip_knee_L" 59
61 "bip_foot_L" 60
62 "bip_toe_L" 61
63 "prp_cord" 2
64 "prp_pouch" 2
65 "prp_legPouch" 2
66 "sentry_foot" 1
67 "sentry_body" 66
68 "sentry_neck" 67
69 "sentry_head" 68
70 "sentry_gunL" 67
71 "sentry_gunR" 67
72 "sentry_ammoBeltR1" 67
73 "sentry_ammoBeltL1" 67
74 "sentry_ammoBeltL0" 67
75 "sentry_ammoBeltR0" 67
76 "pistol" 1
77 "shotgun" 1
78 "shotgun_forestock" 77
end
So this is what i started with, i modified the model just to get the animation to work in SFM. I added the guitar, pistol, shotgun, sentry and their relevant bones onto the engie model. So yeah, the weapons(shotgun etc) are part of the body. In other words, such model, the engineer, needs to be recompiled. Finally, you know better that animation software like MB shouldnt have problem parenting a weapon bone to the hand :P
[QUOTE=arrow1234;25727945]So yeah, the weapons(shotgun etc) are part of the body. In other words, such model, the engineer, needs to be recompiled.[/QUOTE]
That is terribly inefficient, to be honest. Considering Motionbuilder is a professional animation software used by a [B]lot[/B] of animators, I doubt it lacks dynamic IK capabilities. It's out there; probably just overly difficult to find!
Anyway, the method I've been using is recompiling the weapon/attached models themselves, with the animation. So each model is its own actor, kind of. A video is worth a thousand words:
[hd]http://www.youtube.com/watch?v=A1AWz77EEog[/hd]
Do you think you could apply this to SFM?
[QUOTE=Aerandir;25728101]That is terribly inefficient, to be honest. Considering Motionbuilder is a professional animation software used by.......[/QUOTE]
"I did all i could..."
:P
[QUOTE=Aerandir;25728101]
[hd]http://www.youtube.com/watch?v=A1AWz77EEog[/hd]
Do you think you could apply this to SFM?[/QUOTE]
is that gmod? i have no idea how the author made that work, all i know is that "He does it his way and i do it my way :DDD." TBH, i really have the least things to do in SFM, everything is pre-set/pre-done/pre-animated/pre-"attached/parented" before it even hits the engine.
Hmm... I'm trying to import a Left 4 Dead model into Maya 2011... but all the files and decompiled files keep giving me the bone structure and nothing else... I assume I'm just doing something wrong, but what do I do, then?
-Snipelet-
Friends going to do it.
Help! I launch SFM but the mini screen where the camera is meant to show is black all the time, I try moving it around and create new cameras, but it is always black, both the active and work camera :(
Anyone know if i've done anything wrong?
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