Source Filmmaker

Source Filmmaker

rat Aug 31, 2015 @ 9:14am
I know what I want for sfm 2
an auto locker. I'm really tired of manually locking cosmetics then zeroing it and I just wanna animate. So there should be an autolocker in sfm 2.
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Showing 1-11 of 11 comments
EmperorFaiz.docx Aug 31, 2015 @ 9:20am 
You're absolutely no idea about "add team fortress item" tool huh?
rat Aug 31, 2015 @ 9:27am 
You're absolutely no idea about "add team fortress item" tool huh?
I mean workshop cosmetics that aren't in tf2.
Zappy Aug 31, 2015 @ 9:52am 
You have no idea what "dragging an animationset on top of another" is, huh?
rat Aug 31, 2015 @ 9:53am 
Originally posted by Zappy:
You have no idea what "dragging an animationset on top of another" is, huh?
yes that's what I'm doing and that's what I'm tired of.
Zappy Aug 31, 2015 @ 9:57am 
Dude. That is simpler than right-clicking this and that and choosing this and that. If you were locking everything bone-by-bone, I'd get why you were tired of it, but... when you're tired of bone-name-based-locking, and want auto-locking instead? That would be more annoying than useful.

What would you rather?
A: Drag one animationset on top of another, select the other animationset, and Zero it, once for every cosmetic.
B: Unlock an entire model, import the reference sequence, and check to make sure all bits and bobs are in their reference position (and then find out some bones aren't in their reference position), once for every model that shouldn't be Zeroed to the first model spawned.
Last edited by Zappy; Aug 31, 2015 @ 9:58am
rat Aug 31, 2015 @ 10:13am 
Originally posted by Zappy:
Dude. That is simpler than right-clicking this and that and choosing this and that. If you were locking everything bone-by-bone, I'd get why you were tired of it, but... when you're tired of bone-name-based-locking, and want auto-locking instead? That would be more annoying than useful.

What would you rather?
A: Drag one animationset on top of another, select the other animationset, and Zero it, once for every cosmetic.
B: Unlock an entire model, import the reference sequence, and check to make sure all bits and bobs are in their reference position (and then find out some bones aren't in their reference position), once for every model that shouldn't be Zeroed to the first model spawned.
Well A.
Zappy Aug 31, 2015 @ 11:10am 
That's the current thing in Source 1 FilmMaker, for your interest.
Bop Aug 31, 2015 @ 8:11pm 
Can't be bothered to click a single extra button on SFM? Well ♥♥♥♥. I would much rather prefer this:
https://www.youtube.com/watch?v=S054nhiS7Io
AleK Sep 1, 2015 @ 2:12am 
>model
>>body
>>>bodypart
drag down to
>cosmetic
>>body
>>>root transform

done ezpz it takes 1 second
rat Sep 1, 2015 @ 3:05am 
Originally posted by ClinterinoM0 | C::
Can't be bothered to click a single extra button on SFM? Well ♥♥♥♥. I would much rather prefer this:
https://www.youtube.com/watch?v=S054nhiS7Io
lol that was the tutorial I used when I first started SFM. At the end I felt so dumb.
Bop Sep 1, 2015 @ 3:08am 
I don't blame you. The first half sounded legit.
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Date Posted: Aug 31, 2015 @ 9:14am
Posts: 11