Source Filmmaker

Source Filmmaker

NOOBspec Jan 19, 2013 @ 8:15am
Sequences and Skins
Excuse me, but is there any way i could add new sequences and skins for existing models?
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Showing 1-15 of 23 comments
R234 Jan 19, 2013 @ 8:37am 
In a word, no. You'd have to make them a separate model. There are workarounds though, such as overriding existing unused skins, and using a surrogate model and constrants to make a character play another animation. If you want to know more about these I can explain them in detail.
NOOBspec Jan 20, 2013 @ 3:27am 
explain me.
R234 Jan 20, 2013 @ 12:19pm 
Alright, here goes:

First, skins. What I mean by overriding skins is to temporarily change a skin that you will not use for the current video/poster. Most TF2 characters for instance have a few specialized skins, such as a BLU Soldier with blood on his clothes. To override the skin without replacing it, you have to place one in the same filepath and with the same name, but in the usermod folder. Example:
You want a black clad Soldier for your movie, and you don't think you'll use the blood-spattered BLU Soldier. You then find a black Soldier skin (or make it yourself, using programs such as GIMP, and VTFEdit to export/import VTF files). To override the skin you need to find it, in this case it's in game/tf_movies/materials/models/player/soldier/soldier_blue_blood_01.vtf. For your black skin to "replace" it, you therefore need to put it in game/usermod/materials/models/player/soldier, and call it "soldier_blue_blood_01.vtf".
Once you don't need the black skin anymore and want to revert to the bloodied Soldier, simply delete the "soldier_blue_blood_01.vtf" that's in usermod, or move it elsewhere if you think you'll want to reuse it.

Sequences now. This particular method works for models that don't have the same bone structure and naming convention, by the way. Let's say you want to have a TF2 Scout play an HL2 Combine's walking animation.
First, import the Combine soldier and the Scout, and put them side by side. You'll now want to move the Combine so that his position is a bit more similar to the Scout's, with his feet rotated outwards and his arms down lower, etc.
Then, import the relevant sequence on the Combine, in this case the walking animation, but make sure to leave a second or so out of the selection at the beginning of the shot when you do, so that he still starts out in his reference pose.
Next is where it really kicks off: You need to use the DAG constrants. Start by selecting both the Combine's pelvis bone and the Scout's pelvis bone BUT, make sure you do so in that order. Combine, THEN Scout. Right click the Scout's pelvis bone in the animation set viewer, and select DAG utilities menu > constraint_orient. Right click it again, and select DAG utilities menu > constraint_point.
You now have to do the same thing with every bone of the spine, neck and head, arms and hands and legs and feet. Only use orient constraints on these though, not the point constrant.
If you press play now, the Scout should walk just like the Combine. We're almost done.
To remove the Combine from the scene without messing up the Scout, you first need to lock all of the Scout's bones you put a constraint on, by clicking the checkbox at their left. Once they're all locked, right click the Scout's whole animation set, and select constraints > remove constraints. You can then unlock the bones, and delete the Combine.
Done, whew!
Pte Jack Jan 20, 2013 @ 2:06pm 
Whoa, THis is deep!!
NOOBspec Jan 21, 2013 @ 3:37am 
i know, right? lolz
Edit: How does R234 know ALL this stuff?
Last edited by NOOBspec; Jan 21, 2013 @ 3:41am
R234 Jan 21, 2013 @ 10:32am 
Well, let's see... The skins thing I found out by myself, but I guess I got hints of that particularity of the Source Engine's from Garry's Mod, when the HL2 shotgun's textures would override TF2's, among others. I can't take credit for the animation surrogate technique however, but I can't for the life of me remember where I read it from...
Pte Jack Jan 21, 2013 @ 2:51pm 
Ohhhh, if there were only some REAL documentation on the various dark magic secrets behind this program we are trying to learn... But then again, Who reads Manuals anyway???
NOOBspec Jan 22, 2013 @ 3:43am 
Pte Jack : Umm.... Me?

R234:No, not about skins and sequences im talking about your SFM knowedge in general.
Pte Jack Jan 22, 2013 @ 6:03am 
Most of us who are providing advice (in my case ususally wrong, but sometimes I hit one bang on - lol) have learned the program through trial and mostly error or watching and reading tutorials and blogs put out by others (a really good set of tutorials have been produced by a guy named Jimer Lins, and last year's Saxxy winner Zachariah Scott. The SFM team did a pretty good job of producing some video tuts as well.)

There is a wiki available on the Valve Developer site, but like most valve stuff (I find), it is very sparse and cryptic. It's made up of, "You can do this..." then code snippets or "To Be Continued when we have time" type documentation and it looks like a lot of that information is contributed. Not all the aspects of the bowels of the program covered.

More of the knowledge, like how to port items, tweak the actual game files or skin and model characters, comes from those of us that have played in the Console of Halflife and TF2 and created these things for the workshop or have run multiplayer servers in the past. Another program that helps feed the gaps in SFM is Garry's Mod. This has helped me as far as posing, animation and playing with the various elements of maps.
R234 Jan 22, 2013 @ 9:52am 
Originally posted by Pte Jack:
Most of us who are providing advice (in my case ususally wrong, but sometimes I hit one bang on - lol) have learned the program through trial and mostly error or watching and reading tutorials and blogs put out by others (a really good set of tutorials have been produced by a guy named Jimer Lins, and last year's Saxxy winner Zachariah Scott. The SFM team did a pretty good job of producing some video tuts as well.)

There is a wiki available on the Valve Developer site, but like most valve stuff (I find), it is very sparse and cryptic. It's made up of, "You can do this..." then code snippets or "To Be Continued when we have time" type documentation and it looks like a lot of that information is contributed. Not all the aspects of the bowels of the program covered.

More of the knowledge, like how to port items, tweak the actual game files or skin and model characters, comes from those of us that have played in the Console of Halflife and TF2 and created these things for the workshop or have run multiplayer servers in the past. Another program that helps feed the gaps in SFM is Garry's Mod. This has helped me as far as posing, animation and playing with the various elements of maps.
Couldn't have put it better myself ;)
Anthony_python Jan 22, 2013 @ 1:33pm 
Originally posted by Pte Jack:
Most of us who are providing advice (in my case ususally wrong, but sometimes I hit one bang on - lol) have learned the program through trial and mostly error or watching and reading tutorials and blogs put out by others (a really good set of tutorials have been produced by a guy named Jimer Lins, and last year's Saxxy winner Zachariah Scott. The SFM team did a pretty good job of producing some video tuts as well.)

There is a wiki available on the Valve Developer site, but like most valve stuff (I find), it is very sparse and cryptic. It's made up of, "You can do this..." then code snippets or "To Be Continued when we have time" type documentation and it looks like a lot of that information is contributed. Not all the aspects of the bowels of the program covered.

More of the knowledge, like how to port items, tweak the actual game files or skin and model characters, comes from those of us that have played in the Console of Halflife and TF2 and created these things for the workshop or have run multiplayer servers in the past. Another program that helps feed the gaps in SFM is Garry's Mod. This has helped me as far as posing, animation and playing with the various elements of maps.

I have seen Jimer Lins and Zachariah Scott, before i have watched them i did trial and error, tf2 modding, and gmod addons/modding. also ran a few server's for testing purposes, including gmod, tf2, etc.
Pte Jack Jan 22, 2013 @ 6:06pm 
Then WHY ARE YOU asking all these questions, you ALREADY KNOW the answers... LOL!!!

(I always say the stupidest questions are the ones that aren't asked!!!)
Anthony_python Jan 23, 2013 @ 12:58pm 
lol Pte
NOOBspec Jan 24, 2013 @ 3:35am 
okay, thanks for ALL OF THIS!
Hello R234 and Private Jack!
I used your workaround for sequences but came out in front of an embarrassing problem. I used the DAG method on a custom model for a movement and it worked fine, but when I tried to use it for another movement in the same shot, the DAGS apply to the entire shot which means I lose my first movement. Is it really possible to use this method for several movements in the same shot? If not, are there workarounds?
My movements: the Civilian walks (Combine DAGS) then looks scared (Sniper DAGS). Should I create different shots just for these two different DAGS?
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Date Posted: Jan 19, 2013 @ 8:15am
Posts: 23