This is my first foray into SFM, done some simple Blender and video game modding in the past. Yes, I've watched the tutorials and as you'll see I've been watching many others trying to avoid this exact plea for help... but I wouldn't be surprised if I missed something simple.Goal
: I saw this video of a simple swap out of the engineer in the "Meet the Engineer" video with a quarian model from the Mass Effect games: http://www.youtube.com/watch?v=yP0VSrqI23w
Got me excited for a quick edit that I could get to look polished while at the same time learning the ropes of SFM. Tools and Tutorials
: I'm using the ME3 Cerberus Troopers off of Facepunch (also here[sfmbox.com]
) which have different bone structure than the TF2 guys, so I can't use Jimer Lins's Replacing Models tip
I was looking into puppeteering scripts but considering those all came out well after the Meet the Quarian video, I figured they weren't necessary to acheive the results I wanted. I ended up going back to Pte Jack's Giving a Character another Character's Animation Sequence
based off R234's
method. Here it goes
: I got my Cerberus Engineer to mime a TF2's reload animation as a test. Worked great, tutorial was super effective. Opened up the Meet the Engineer file and got the Cerberus Engineer to follow the TF2 Engineer using this same method on clip Eng002 (I figured to start on this clip since the amount of Engineer movement in frame was minimal). The trick was having to painstakingly pose the Cerberus Engineer just like the TF2 one before going through the "constraint_orient" process (something I picked up from the puppeteering script instructions), but this is further tricky because the Cerberus guys won't accept rigs for some reason. So to get to my goal, the options I see, well... I'm hoping I'm thinking way too hard on this one.
- Manually pose the Cerberus Engineer at the beginning of each and every clip of Meet the Engineer, then going through and "constraint_orient" for each bone of each engineer in each clip. The quality of my animation would be entirely dependent on my mirroring of the TF2 Engineer's initial pose for each clip. (Not to forget all those other characters trying to sneak up on the Engineer which I'll have to replace)
- Somehow extract the Meet the Engineer animations, then import then onto a t-posed TF2 Engineer, which would then be easier to do the whole "constraint_orient" thing with the Cerberus Engineer but then getting that Cerberus Engineer back into the Meet the Engineer file somehow.
- Some completely obvious cut-and-paste job which makes me look like a fool. But I'll be a happy fool clogging the internet with yet another Meet the Engineer spoof. I'm not just swapping the model, don't worry... but this is the biggest technical hurdle for the concept I have.