[media]http://www.youtube.com/watch?v=a68blQsKHQ8[/media]
[editline]07:27PM[/editline]
Is there any way to move the bone forward or back, rather than moving to the sides and up?
[media]http://www.youtube.com/watch?v=Kpz83Ia7wrk[/media]
I HAVE SQUASHED YOU LIKE BUG
Oh god I laughed hard
I've got a couple more questions:
1. In the Animation Set Editor, what does the last toggle-button in the top row (looks a bit like a cursor) do when it's enabled?
SOLVED: It's the "lock head" button, to lock the playhead in place.
2. What does the "Preset Slide Filter" slider do?
3. Is there any way to manually animate the camera without recording yourself as the camera? In other words, can you adjust the camera angle after creating an animation set for the camera?
3a. Is there any way to set or alter the camera roll in an animated camera? I know you can make a static camera roll with the alt key but I can't seem to do this in an animation.
4. What does the "transform" element of the camera animation set do, or how can you use it? It seems like it would be used to adjust the position of the camera but I can't figure it out (Manipulator tool doesn't seem to work)
5. What do the IN and OUT, REVEAL, PASTE, and STAGGER sliders do?
6. What do the a)blue and b)black outlined circles do?
[editline]05:02PM[/editline]
Ok so I've managed to transform the camera but not in any way that helps anything.
I can go into the work camera, then selection mode and transform the camera from there, but I can't see what I'm doing, and I can only control the camera when I'm not using it. I suppose it's just the lack of code to do it and keeping the camera consistent by making it an animation object.
But I could be missing something here.
[QUOTE=Pikablu07;19979801][media]http://www.youtube.com/watch?v=Kpz83Ia7wrk[/media]
I HAVE SQUASHED YOU LIKE BUG[/QUOTE]
Dude that is awesome, the expressions on their faces and everything just perfect I'm still laughing from it lmao
Hey fellas, I'm having trouble.
I did did the hotfix and the FINAL FIXX, making sure the engine tools are in /bin and not /tf/bin.
Source Filmmaker starts off fine (though slowly).
But when I try to load a map, I get "The procedure entry point ?TryLock@CThreadFastMutex@@QCE_NXZ could not be located in the dynamic link library tier0_s.dll." Sometimes, when I click OK to this error, it works. But MOST of the times, it crashes.
Anyone know whats the problemo?
Thanks.
[QUOTE=jaems;19983582]Hey fellas, I'm having trouble.
I did did the hotfix and the FINAL FIXX, making sure the engine tools are in /bin and not /tf/bin.
Source Filmmaker starts off fine (though slowly).
But when I try to load a map, I get "The procedure entry point ?TryLock@CThreadFastMutex@@QCE_NXZ could not be located in the dynamic link library tier0_s.dll." Sometimes, when I click OK to this error, it works. But MOST of the times, it crashes.
Anyone know whats the problemo?
Thanks.[/QUOTE]
I get that when I'm not running steam. When I run steam while using filmmaker, I never get it. *shrugs*
But isn't running Steam a bad idea while using filmmaker?
Can't Valve detect it or some shit like that?
or am I just being paranoid
[QUOTE=jaems;19983708]But isn't running Steam a bad idea while using filmmaker?
Can't Valve detect it or some shit like that?
or am I just being paranoid[/QUOTE]
you're just being paranoid
Well I'm not the person to ask really, but my name doesn't turn green like it would if I were in real TF2.
I haven't been instabanhammered, but I guess you never know.
Anyway whenever I get that error it just keeps working. Not sure why you're having a problem.
Alright I tried loading a map while having Steam running.
This time, I didn't get the error.... instead, it just crashed.
wtf, man
[QUOTE=jaems;19983898]Alright I tried loading a map while having Steam running.
This time, I didn't get the error.... instead, it just crashed.
wtf, man[/QUOTE]
Sounds like the error doesn't have anything to do with the crash. I don't know :-/
This is quite frustrating. I'm currently looking back at all I've done, and can't seem to see what I could've possibly done wrong.
I'm gonna keep messing around for now and try and fix it.
I didn't run any of the fixes, hotfixes or patches that it came with. I just extracted with a nude guy and some satanic emblem in the back and it ran fine.
[QUOTE=Pirate Jok3r;19984216]I didn't run any of the fixes, hotfixes or patches that it came with. I just extracted with a nude guy and some satanic emblem in the back and it ran fine.[/QUOTE]
You didn't use the engine tools neither?
[QUOTE=jaems;19984293]You didn't use the engine tools neither?[/QUOTE]
Oh no, I put the downloaded tools in their respective folders. But besides that I didn't add anything, or install any patches or run any hotfixes
is there anyone who can tell me why my moving camera is upside down when I go into Animation for smoothing my camera..
Well, I finally got it working after... actually, I have no idea what I did.
Anywaysss
Can someone tell me how I would delete a recording?
Say, like I recorded myself walking somewhere. I would I delete all that?
[QUOTE=jaems;19986573]Well, I finally got it working after... actually, I have no idea what I did.
Anywaysss
Can someone tell me how I would delete a recording?
Say, like I recorded myself walking somewhere. I would I delete all that?[/QUOTE]
You can't delete individual recordings. But if you want to delete everything you've done so far you can make a new sequence.
No, you can delete a single recording. Let me dig it up somewhere from this thread.
Actually, instead of digging through 20+ pages I just right clicked the clip (the big grey bar surrounded by blue) and then clicked zoom in. It then shows you each track you recorded, you could either
A)Un-check each one you don't want, mind you the puppet is still there, it just wont move. So if this method is used, I advise keeping the un-used puppets out of camera view.
B)right click each individual clip>remove track group
C)right click the whole clip (grey bar, with blue)>properties, then the top left window changes to the current clips
[QUOTE=Pirate Jok3r;19987548]No, you can delete a single recording. Let me dig it up somewhere from this thread.[/QUOTE]
This is why Source Filmmaker needs a wiki ;)
This is basically ALL custom animations, so it's not high quality. Anybody know why the scouts eyes refuse to move when I try to animate them?
[hd]http://www.youtube.com/watch?v=0E1IaD4nLZ0[/hd]
[QUOTE=OrangeL;19989450]This is basically ALL custom animations, so it's not high quality. Anybody know why the scouts eyes refuse to move when I try to animate them?
[hd]http://www.youtube.com/watch?v=0E1IaD4nLZ0[/hd][/QUOTE]
Good work. You might want to run mat_picmip -10 and mp_usehwmmodels 1 before recording, since the Scout's eyebrows look a lot better with higher res textures and models.
By the way, I'm doing some basic custom animations (to supplement the faceposing) and I must say, it's very hard to get something that looks anywhere presentable. Even if the program itself didn't get progressively slower and slower the more editing you do, the rotating circle interface keeps bugging on me. The circles get larger and larger and go outside the orange circle, and when they do that it moves the camera instead of the section of the model. Eventually after randomly moving around the map and fiddling the circles get reset, but I can't figure out a way to cue it myself.
Also, it would be useful to have the models in a reference pose to work with, so I don't have to move weapons out of camera and uncurl trigger fingers. Next time I get a chance I'm going to see if I can intentionally do the civilian bug so that this can work better.
[QUOTE=OrangeL;19989450]Anybody know why the scouts eyes refuse to move when I try to animate them?[/QUOTE]
They seem to limit where you were looking at the moment. If you wanted them to make a full circle you would need to do that already when acting.
[QUOTE='[qt] benny hill;19989560'] The circles get larger and larger and go outside the orange circle, and when they do that it moves the camera instead of the section of the model.[/QUOTE]
That is so frustrating. Makes everything harder :C
[QUOTE='[qt] benny hill;19989560']Next time I get a chance I'm going to see if I can intentionally do the civilian bug so that this can work better.[/QUOTE]
Use ent_remove tf_weapon_<weaponname> to go to reference pose. Im not sure what all the weapons are called but you can use trial and error. :)
It resets if you go to resupply locker.
Okie dokie fellers, I came up with this little video last night. Umm, also, make sure you've seen the movie it's referring to, 'cause otherwise you'll have no idea what's going on.
[media]http://www.youtube.com/watch?v=DWrL3zGHBmA[/media]
[editline]12:14[/editline]
All right, all right.
I was trying to refer to it being the beginning of 2010 IRL, but I suppose it just isn't a good idea.
(updated youtube account and link)
Stanley Kubrick pretty much.
[editline]03:45PM[/editline]
Speaking of 2001: Space Odyssey, beginning is the best.
The video is mislabeled. It says 2010 when it should say 2001. I was watching it expecting something related to the sequel film to transpire.
Two things:
a) I wanted it to be 2010 since it's 2010 right now. Of course it does refer to the wrong film so maybe I'll change it :P
b) My associate deleted our account since he spelled schroedinger wrong when he made the youtube account.
I'll repost it in a bit...
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