Author Topic: Source Film Maker  (Read 45544 times)

i guess... idk im just surprised its taken so long for people to branch out like the videos you posted. i didnt really even enjoy them, but i still like them more than most of what ive seen already just because of how original they are
well man it begs the question


are you capable of making an original sfm animation?

well man it begs the question


are you capable of making an original sfm animation?
i like to think so. if not, given my past experience with source, im more than capable of learning how

i like to think so. if not, given my past experience with source, im more than capable of learning how
radical

so i was testing out my motion capture rig for the first time today right? i had just gotten it all set up, gotten all the cameras and usb hubs hooked up, had the tripods just the way i wanted them, it was perfect. then i realized my hubs weren't powerful enough to detect all 6 of my ps cameras. so i drove to best buy, got a self powered hub, plugged it in, and in the process of uninstalling a bad driver from my other hub, i uninstalled the drivers for all the usb hubs in my computer

shut down the entire thing in a matter of seconds. like ooooooooh boy i am not a happy camper

Motion capture is a difficult thing ment only for the most professional of peoples

Motion capture is a difficult thing ment only for the most professional of peoples
i told myself id only use it till i learned how to hand animate properly

im no where near animating at the quality i want to yet, so until i dooooooo its what i gotta do

i told myself id only use it till i learned how to hand animate properly

im no where near animating at the quality i want to yet, so until i dooooooo its what i gotta do
another method to decent animation is abusing the hell out of default sequences/animations that come with models
add a little movement here and there and it looks smooth as butter



i'm impressed that you are even using motion capture though damn

so i was testing out my motion capture rig for the first time today right? i had just gotten it all set up, gotten all the cameras and usb hubs hooked up, had the tripods just the way i wanted them, it was perfect. then i realized my hubs weren't powerful enough to detect all 6 of my ps cameras. so i drove to best buy, got a self powered hub, plugged it in, and in the process of uninstalling a bad driver from my other hub, i uninstalled the drivers for all the usb hubs in my computer

shut down the entire thing in a matter of seconds. like ooooooooh boy i am not a happy camper
just installed drivers for the first time today for new comp, feel your pain, stuff must be enraging.

another method to decent animation is abusing the hell out of default sequences/animations that come with models
add a little movement here and there and it looks smooth as butter



i'm impressed that you are even using motion capture though damn
i'm just gon barge in here and ask you what exactly do you mean? Like taking frames from other animations (such as the TF2 files) and implementing them into yours? I was thinking of trying out mo-cap in SFM and any information to help me out and stuffs would be jazzy.

i'm just gon barge in here and ask you what exactly do you mean? Like taking frames from other animations (such as the TF2 files) and implementing them into yours?
"import sequence" on models (allows usage of default animations)

boom: simple animation



If Source vehicles behaved like Blockland's

Also, why is the mounted Tau Cannon pointing down and to the left?

If Source vehicles behaved like Blockland's
then i would have made the jeep fly off into the sunset

Also, why is the mounted Tau Cannon pointing down and to the left?
it makes sense in context

ok so ive done posters and like one or two videos
but those were only recording one joint (head) and just rotating or applying an animation, frankly i dont know a lot at all
how would i fully animate models, like arms and head moving in one shot
is it the same procedure? (hold joint, press space to start video, move to cause change individually)

You don't move bones around while you're playing back your scene, that is the least recommended method of animating

Valve's tutorials go over the two methods you could use when animating as well as various other things you can do with the SFM
https://www.youtube.com/playlist?list=PL2B46DEB4157E67C4

Of course it's gonna take a lot of time to get any sort of decent animation, but it's better than low quality robotic animations