Source Filmmaker > Obecné diskuze > Detaily tématu
Ducky Momo |ßÄЯ|* 13. lis. 2013 v 7.00 odp.
Fuse, SFM, and model creation
So, looking at the software currently in early access called Fuse seems like a good piece of software, albeit majorly expensive (50 buck normal pricing for fabrics). I was ready to buy it until I saw that it doesn't work with SFM, and that its software for animation lacks maps and is way too pricey. I was wondering if anyone here knows a good way to create models, that isn't a model replacement, but new one. Reading the ToS for SFM made me a bit sad to see that no valve assets can be used for profit (this doesn't include SFM, correct?). So I've been looking for a way to do Red Vs Blue kind of stories on youtube using SFM. I apologize if this makes little sense, really tired.

tl;dr Is fuse worth it, and is there a way to get its assets into SFM? What other programs (preferably through steam) can I use to make SFM models? Will I have to forfeit all profit if videos that have the opportunity to make money use SFM but no other valve models (maybe maps too)?

PS. Map making, how hard is it? I'm new to animation, 17 and SFM was my first software.

Any help is appreciated, thanks guys. Sorry for being incoherent, really tired after last nights all night homework.
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The Resonte! 13. lis. 2013 v 7.03 odp. 
Why would you ever want to make profit?
Nah just kidding.

I think that Blender was used in a model or 2 for SFM.
That's the only one I know.
Ducky Momo |ßÄЯ|* 13. lis. 2013 v 7.21 odp. 
Damn, Blender looks awesome thank you a bunch dude. Think this will be my next stop. Also, added to my list of questions, anyone know of software that can convert the OBJ or other standard model files into the ones used in SFM, .mdl and .hwm I believe.
R234 13. lis. 2013 v 8.24 odp. 
You cannot use Valve assets (characters, maps, music, etc.) for commercial use. there's an important nuance there; you actually are allowed to monetize Youtube videos containing Valve assets, since such videos are still free to watch by the public.

Also, you are allowed to make commercial use of movies made with Source Filmmaker, so long as said movies do not include Valve assets.

Here's the official statement:http://www.valvesoftware.com/videopolicy.html
Ducky Momo |ßÄЯ|* 13. lis. 2013 v 9.20 odp. 
Thank you, I was under the impression that youtube was off the table as well.
raptornx01 13. lis. 2013 v 9.26 odp. 
No, you can monetize your youtube vids that have valve models/maps/sounds/etc.

Yeah, blender is a powerful tool, and is free. another free one i've been told about is Milkshape3d, which was actually made for source engine, but is old. I haven't used it yet, but plan to check it out.

You also have Maya, and 3DSmax, but neither are free.
The Resonte! 14. lis. 2013 v 3.56 dop. 
There definitly is a way to port blender models to SFM, and has been done before I believe.
I just have no idea how.



raptornx01 původně napsal:
You also have Maya, and 3DSmax, but neither are free.
what's 3DSmax
heinous 14. lis. 2013 v 4.41 dop. 
blender is legit. every hat i have submitted in tf2 has been made with blender, so if you want to make sfm props in the style of team fortress, blender is plenty good enough. in fact i have done exactly that with my saxxy project. professional modelers tend to like maya and 3d studio max, but those cost money. for map you are going to use hammer editor, which is valve's own map editing tool. you're not going to learn any single one of those programs in time for the saxxy though.
Aareschluchtje 29. lis. 2013 v 10.46 dop. 
R234 původně napsal:
You cannot use Valve assets (characters, maps, music, etc.) for commercial use. there's an important nuance there; you actually are allowed to monetize Youtube videos containing Valve assets, since such videos are still free to watch by the public.

Also, you are allowed to make commercial use of movies made with Source Filmmaker, so long as said movies do not include Valve assets.

Here's the official statement:http://www.valvesoftware.com/videopolicy.html

Thank you for this information! I never knew you may monetize your videos on YouTube.
imagitronics 29. lis. 2013 v 11.21 dop. 
Blender is amazing. The downside is that to really create a compelling animation you have to create (or purchase) all of your assets individually. Think about a typical scene and the kinds of things you might have in it. In a diner you might have plates, an ashtray with a lit cigarette (and smoke), multiple characters in the background. Coffee cups. etc etc etc.

When working with blender, someone (presumably you) has to create all of those assets by hand. You might invest a year (or a thousand dollars) just in creating/acquiring those assets.

Once you play around with source filmmaker for a while and go "Oh, I really need a water splashing particle right here... Oh look, Valve has already provided one!" You'll find why SFM is a better solution for people who want to *tell stories*.

There is no doubt that you can create theatrical quality renders in Blender, but SFM takes much of the modeling/rigging pipeline out and leaves you with storytelling tools.

tl;dr
There are trade offs.

Also, FUSE exports FBX files. The most recent SFM update added a FBX2DMX utility. I have no idea how to use it yet, but since it came out pretty much the same time as Fuse, my guess is that the tool is designed to make Fuse models SFM ready.

Fuse still has some issues. The actual body part library is still very limited, and not all of the body parts work well together. It has real potential though. They won't be able to keep expanding it unless enough of us take a chance and throw some money their way to show them it's worth their effort.
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Datum odeslání: 13. lis. 2013 v 7.00 odp.
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