[QUOTE=Enhanced_AI;19596209]The red spy's voice sounds more gruff.[/QUOTE]
That's because he's trying to be badass .
[sp]but failing epicly[/sp]
now tell me, that the HECK did i spell wrong?!? :argh:
[QUOTE=Brt5470;19583206]Thanks for using my video as a example. <3[/QUOTE]
It's the best example of frame blending motion blur I've seen :smile:.
[QUOTE=Brt5470;19584006]Also, is there a way to change the shutter angle in the Tools? The shutter angle so far is very high in the videos I've seen.[/QUOTE]
Yea, it's shown as exposure time so the default is 0.041667 which is quite long for the default framerate of 24fps.
For anyone who doesn't want over the top motion blur but wants it to still be noticable, try changing the shutter speed to 0.020833 for 24fps. For other framerates, do 1 divided by double your framerate, this should get you your desired exposure time (in terms of cinematography standards).
[QUOTE=Solidsnail;19595310][media]http://www.youtube.com/watch?v=xVPX32VY8kg[/media]
Tried some more lipsyncing[/QUOTE]
It's a bit off sync.
[QUOTE=Jimbomcb;19601692][media]http://www.youtube.com/watch?v=UHuhjeDgIKY[/media][/QUOTE]
Man, that left me in stitches.
[media]http://www.youtube.com/watch?v=zl51-jaNYv0[/media]
the engineer update weapons are hidden deep inside of the beta
I honestly can't think of anything other than giraffe heads and telescoping arms now. Damn you all :argh:
Engineer reach OF DOOM
[editline]06:06AM[/editline]
Oh it gets better. I'm working on a nature documentary about the wild Heavy Giraffe in its natural habitat.
Haha what the fuck jimbo's vid is on the front page of youtube
[QUOTE=HubmaN;19605772]I honestly can't think of anything other than giraffe heads and telescoping arms now. Damn you all :argh:[/QUOTE]
the grenade launcher, knocking out the enemy, if its possible.
-snip-
I love these videos, I hope more people do more custom animations. I can't wait to see something so great.
I like this thread for the videos people put up. :v:
I like this thread for its progression with the source filmmaker
[QUOTE=Solidsnail;19612103]I like this thread for its progression with the source filmmaker[/QUOTE]
You mean people's limbs growing in every video?
[QUOTE=accidentalypse;19613608]You mean people's limbs growing in every video?[/QUOTE]
This is the destiny of machinima.
On another note, still been trying to get VCDs and outside animations to play. We can create animation sets in a clip and just load a player model rather than having to use an existing one. We just need to find how to connect this model to the output of the VCD clip.
IT'S DRIVING ME MAD.
[QUOTE=Mystfit;19613694]This is the destiny of machinima.
On another note, still been trying to get VCDs and outside animations to play. We can create animation sets in a clip and just load a player model rather than having to use an existing one. We just need to find how to connect this model to the output of the VCD clip.
IT'S DRIVING ME MAD.[/QUOTE]
What's the point of the import VCD button if you can't play the VCD's D:
[QUOTE=accidentalypse;19613608]You mean people's limbs growing in every video?[/QUOTE]
I almost got lipsyncing
And yes, growing limbs is something we couldnt do before. Think of what we can do in a week
[QUOTE=Mystfit;19613694]This is the destiny of machinima.
On another note, still been trying to get VCDs and outside animations to play. We can create animation sets in a clip and just load a player model rather than having to use an existing one. We just need to find how to connect this model to the output of the VCD clip.
IT'S DRIVING ME MAD.[/QUOTE]
How do you add vcds through hammer? I fixed the ability to load up custom maps, and i want to test that.
Well yeah sure, we can do it the old way of adding choegraphed_scene entities but the functionality to just play a scene on a model is sitting in SFM tantalizingly.
Imagine animating a scene in a 3D program, then adding it to Faceposer then being able to chuck it straight in the game and scrub and tweak through it on the fly. It's going to save days worth of work.
[QUOTE=Mystfit;19615242]Well yeah sure, we can do it the old way of adding choegraphed_scene entities but the functionality to just play a scene on a model is sitting in SFM tantalizingly.
Imagine animating a scene in a 3D program, then adding it to Faceposer then being able to chuck it straight in the game and scrub and tweak through it on the fly. It's going to save days worth of work.[/QUOTE]
Exactly. I'd hate to find out one of the most valuable tools in the SFM was legitimately broken.
We all thought 90% of the SFM was broken, but in the end just needed the right combination of steps. Moving cameras, for example.
[QUOTE=Mystfit;19615242]Well yeah sure, we can do it the old way of adding choegraphed_scene entities but the functionality to just play a scene on a model is sitting in SFM tantalizingly.
Imagine animating a scene in a 3D program, then adding it to Faceposer then being able to chuck it straight in the game and scrub and tweak through it on the fly. It's going to save days worth of work.[/QUOTE]
alright, but i tried adding a choreographed_scene, but it doesn't show up in the entity list.
This keeps getting better everyday.
Man I want to use this so bad.
why can't someone email valve and ask what they think of people using this source filmmaker, and if they're gonna do something?
[QUOTE=Enhanced_AI;19616356]Man I want to use this so bad.
why can't someone email valve and ask what they think of people using this source filmmaker, and if they're gonna do something?[/QUOTE]
Why the fuck would we do that :\
[QUOTE=Enhanced_AI;19616356]Man I want to use this so bad.
why can't someone email valve and ask what they think of people using this source filmmaker, and if they're gonna do something?[/QUOTE]
I actually did, but they never responded.
Gentlemen...
[media]http://www.youtube.com/watch?v=OPUkX8Ow4hw[/media]
This just might work. Pretty slow video, but gives some pretty good commands, and tells you how to run VCDs on models in TF2 (w/o bots). Might work, haven't tried it.
EDIT: Just did, works to an extent...
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