Source Filmmaker

Source Filmmaker

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Doc/Revzin's Puppet Script!
Universe: Original IP
Tags: Sfm
File Size
0.024 MB
Jan 14, 2014 @ 1:31am
Sep 27, 2015 @ 12:51am
3 Change Notes ( view )

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Doc/Revzin's Puppet Script!

Tired of how pasting animations from one model to the other messes things up?

Do you want your TF2 sniper to move like a Injured survivor?

Want to make the pyro pow?

Do you want to make a entire flash mob but don't want to animate every character?

Then Try Out Doc/Revzin's Puppet script. With this script you are able to bind one character to the other. Allowing for you to transfer animations over!

To Use:
Name your master something followed by a number. Example: Bob1

Then name your puppet something using the master's name at the begining and the same number Example:Bob_by1

Run the script

the puppet's Animationset will become hidden.

Move the master and the puppet will follow

Comes in Three Types

Alpha: Same model Animation transfer. (For when you want a dozen of the same class to dance without editing each one)

Gamma: Cross Class script! (use this to animate with in the same universe/bone type) Characters MUST be facing the same the same direction and in the same pose in order to work.

Delta: The Cross Universe Script! Works ONLY WITH VALVE BIPEDS! (use this to animate cross universe) Characters Must be facing the same direction and in the same pose to work perfectly.

Tutorial videos on how to use are included above!


Revzin:Bone detection and binding versions alpha and gamma
Doc_ock_rock: Bindings in alpha gamma and delta. Delta's Rebuilt detection system.

Updated again because doc put BETA in instead of Gamma.

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Doc_ock_rokc Graduated College  [author] Oct 23 @ 12:41am Ninja you could use this to restructure the bones into groups and use the Delta script
NINJA VIP Oct 21 @ 12:59pm 
Im trying to use this on a Halo model that i got from is there any way this works and if not is there a way to change the bones on a model to a HL bone structure?
(NMYG) Wolfy British Guy Aug 10 @ 8:03am 
Brilliant piece of scripting! Helped me solve an animation problem I was having :)
Puffy the destroyer (chili) May 15 @ 8:56am 
does the other video explain?
Doc_ock_rokc Graduated College  [author] May 14 @ 9:34pm 
@Puffy Oh that is easy. extend a shot by a bit or select a small part. Then go import the ref sequence in. Then rig the two up and ether extend the frame on the engie or shorten the shot back to cover up the issue.
Puffy the destroyer (chili) May 14 @ 2:59pm 
doc, whatabout in an already animated one, like meet the engineer?
Pot Bot Apr 19 @ 10:07am 
The spy and the merc were working, but I moved the spy forward and the merc stayed working but...
Somehow, can you try to make these work with the Splatoon models? They work, but because some TF2 models don't have the bones that the Splatoon models do, they just squish and stretch.
Doc_ock_rokc Graduated College  [author] Feb 5 @ 9:55pm 
@arbiter If you are rigging the human to the engie (as in human controls the engie) then you need to make sure a few things. Ether The human has similarly named and oriented bones (for alpha) or just similarly named bones(gamma) or that the human has the same number of bones in each "Group" (like body has 6 bones, arm has 4, fingers have 15, etc, etc Delta)

if the bones are in say the unknown group use the link i gave the mad demoknight.
Mister Mad Feb 3 @ 11:32pm 
#The Arbiter, try resetting your 'sfm_defaultanimationgroups' file. That seemed to do the trick for me.