• Director's Mod - Available now
    201 replies, posted
[QUOTE=JokeSpeaker;24384441][url=http://www.youtube.com/watch?v=Dh7GVBc3MM4]This flex animation test[/url] uses a better total of fps.[/QUOTE] Funny, i didn't think you would show it :). But anyway its great you finally released the addon. This will help a lot of Machinima makers :).
[QUOTE=PieClock;24662879]That isn't really the point though. As was said before you should at least add it in as an optional feature. Those who can use the console faster can do so, and those who aren't as technical with stuff are able to use the GUI. I'd be more than happy to feature this mod on our news site in its current state, however, I'll wait to see what you do with it next first. :smile: Anyway, this looks really nice, and definitely has a lot of potential behind it. I'd definitely see myself using it.[/QUOTE] Good idea PieClock, More brainer people can use console, And more shitbrained people (AKA me) can use the GUI menu, If made.
I can use both, but i tend to use the menus because either it's 1. Press console key, type in command, press enter, press close console button 2. Press context key, hit button, close context menu considering that C is directly under my index finger while the console button is awkwardly up in the top left (i know this can be rebinded) as well as the amount of time it takes to type in the command, i would prefer a GUI i am aware of key binds but i have them all mapped to things i use all the time :/
[QUOTE=PieClock;24662879]That isn't really the point though. As was said before you should at least add it in as an optional feature. Those who can use the console faster can do so, and those who aren't as technical with stuff are able to use the GUI.[/QUOTE] [QUOTE=The Rizzler;24667277]I can use both, but i tend to use the menus because either it's 1. Press console key, type in command, press enter, press close console button 2. Press context key, hit button, close context menu[/QUOTE] I understood. But this is still one of the last things on my todo-list. Maybe I'll change my mind about it and write the GUI. Depends on how popular DMod gets. [QUOTE=PieClock;24662879]I'd be more than happy to feature this mod on our news site in its current state, however, I'll wait to see what you do with it next first. :smile:[/QUOTE] The upcoming updates wouldn't change DMod that much that your article wouldn't fit anymore. Feel free to announce it now. I'll appreciate it greatly.
... This is relevant to my interests.
[QUOTE=JokeSpeaker;24668818]The upcoming updates wouldn't change DMod that much that your article wouldn't fit anymore. Feel free to announce it now. I'll appreciate it greatly.[/QUOTE] More people will be interested whenever it is more user-friendly, which is why I'm going to wait.
You won't have a lot of people using this if they can't use it. If you want people to use it, maybe you should make the tutorial a bit easier to understand or make a video tutorial so can actually see what's going one instead of look at a wall of text and single frame images.
[QUOTE=JokeSpeaker;24668818]I understood. But this is still one of the last things on my todo-list. Maybe I'll change my mind about it and write the GUI. Depends on how popular DMod gets. [/QUOTE] hmm, well i think it would get more popular with a gui, thats the only reason im not bothering to download
[B]First update released (Rev5, DMod 1.2):[/B] [quote][B]Changelog:[/B] Rev5 (1.2): Added ghosts ^ When creating a frame with the "phys" type, a transparent copy of the saved pose will be generated (ghost). Added dmod_ghostauto, dmod_ghostdel, dmod_ghostmax Added settings system ^ Settings like dmod_ghostauto and dmod_ghostmax will be saved. Updated manual[/quote][quote][B]Manual:[/B] 2.4: dmod_ghostauto 1/0 #Enables/Disables creating ghosts when executing dmod_new succesfully. - 1/0: 1 for enabled or 0 for disabled. Default: 1 2.5: dmod_ghostdel ID #Deletes the ghost with the given ID. - ID: ID of the ghost to delete or 'all' for all ghosts. 2.6: dmod_ghostmax max #Sets the maximum amount of ghosts (The oldest ones will be deleted when exceeding the limit). - max: Maximum amount of ghosts. Default: 50[/quote][QUOTE][B]Pictures:[/B] [url]http://i52.tinypic.com/14bkf0o.jpg[/url] [url]http://i51.tinypic.com/14b3zox.jpg[/url] [url]http://i53.tinypic.com/nd3dhi.jpg[/url][/QUOTE] Alternative download: [url]http://www.garrysmod.org/downloads/?a=view&id=109872[/url]
Nice, Very very nice, I do hope this gets popular Btw, A GUI menu would help a lot. [editline]09:59PM[/editline] Well, I finally made one, But I found an error recording with registered fraps, I get a lua error that says: Infinite loop detected! How would I fix this? [editline]23:11[/editline] I uploaded my test, Its good considering I toyed around with it for ages trying to make it: [url]http://www.youtube.com/watch?v=OUm7Um62Eio[/url]
I've decided to make a GUI now. The tutorial needs to be overhauled, but I don't know when I'll do this. [QUOTE=PWNSCOUTMOVIES;24735804] Well, I finally made one, But I found an error recording with registered fraps, I get a lua error that says: Infinite loop detected! How would I fix this?[/QUOTE] Does it appear only when running fraps? Write the entire error message here. Temporary solution: Use Source Recorder instead. [QUOTE=PWNSCOUTMOVIES;24735804] [url]http://www.youtube.com/watch?v=OUm7Um62Eio[/url][/QUOTE] Use more interpolations. This one seems to have none.
[QUOTE=JokeSpeaker;24750503]I've decided to make a GUI now. The tutorial needs to be overhauled, but I don't know when I'll do this. Does it appear only when running fraps? Write the entire error message here. Temporary solution: Use Source Recorder instead. Use more interpolations. This one seems to have none.[/QUOTE] I used registered fraps, I used wegame for the test...And whats interpolations? lol I don't know shit.
[QUOTE=PWNSCOUTMOVIES;24751267]I used registered fraps, I used wegame for the test[/QUOTE] Generate a new garrysmod folder with DMod and look if the error appears again. [QUOTE=PWNSCOUTMOVIES;24751267]And whats interpolations? lol I don't know shit.[/QUOTE] Did you even read the tutorial? [QUOTE]An interpolation is an automatically generated frame between the keyframes. The more interpolations you have the smoother the animation is.[/QUOTE] It's the number after kfps in the command parameters (interp).
[QUOTE=JokeSpeaker;24752279]Generate a new garrysmod folder with DMod and look if the error appears again. Did you even read the tutorial? It's the number after kfps in the command parameters (interp).[/QUOTE] Ah, Ok.
[QUOTE=JokeSpeaker;24661887]If I had built in a GUI then your next problem would have been how complicated DMod is. If you were able to understand how to use DMod itself then you would be able to use the console, too. It's not a toy like almost every addon is. It is something that requires a brain and work. Learn how to use the console. It's faster than a GUI and easy if understood.[/QUOTE] Photoshop or Paint.NET aren't "toys" too, you also need brains to use them and they have a gui. What would be Gmod without the spawnmenu-gui? What would be windows or linux with out a gui? Guis and more user-friendliness can give their programs and addons more quality and more popularity. ;)
[QUOTE=Grocel;24757671]Photoshop or Paint.NET aren't "toys" too, you also need brains to use them and they have a gui. What would be Gmod without the spawnmenu-gui? What would be windows or linux with out a gui? Guis and more user-friendliness can give their programs and addons more quality and more popularity. ;)[/QUOTE] Linux without a GUI would be Linux.
This would be hella popular with a good GUI. Seriously, implement a GUI in the next update. There's hardly anyone who prefers console > GUI.
Just looked at it, this looks fairly interesting to beat one of Source's moviemaking limitations, which is not being able to reproduce one scene exactly like it went For animating models, it's just better to go and learn a 3D package, though — [url]http://www.youtube.com/watch?v=6rYmEv_4Ntg[/url]
Your wish in its current state: [IMG]http://i54.tinypic.com/2ba7gn.jpg[/IMG] The empty boxes are for the marks, types, scripts and script parameters.
Here is a new animation test with Joker's Dircetor's Mod. I don't know about you guys but it just rocks! [HD]http://www.youtube.com/watch?v=2LU_LDQEzH8[/HD] Ps.: Except the POV Shot and the Faceposing, everything was made with DMod.
Above video was incredible. Proof in its finest that this has huge potential.
[url]http://www.youtube.com/watch?v=MzWtcyGyqco[/url] Didn't go as well as I expected, but it's damn fun to play with. Keep it up!
Model looks a bit weird, and the animation could use some work, it was pretty bad, no offence.
[B]Bug fix released (Rev6, DMod 1.21):[/B] [QUOTE][B]Changelog:[/B] Rev6 (1.21): Fixed a bug where a ghost was created when starting an animation.[/QUOTE]
You should make it so director mod also works with contraptions... Would defiantly loosen up in the need for actors for machinimas involving actual contraptions.
[QUOTE=JoeSkylynx;24892935]You should make it so director mod also works with contraptions... Would defiantly loosen up in the need for actors for machinimas involving actual contraptions.[/QUOTE] It works with contraptions already.
Really? Shit didn't notice at first... Sorry amigo.
[QUOTE=JoeSkylynx;24892990]Really? Shit didn't notice at first... Sorry amigo.[/QUOTE] Every suggestion is welcome. No need to apologize. The next update will include the GUI. After that, I may rewrite the tutorial or work on a smoother interpolation technique which will be optional. The only problem here is the time. I have to do the more important things in real life first.
is there a limit to how many animations are would help to stop lag on servers
This would work well with any "Matrix" style machinimas
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