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Doc/Revzin's Puppet Script!
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Universe: Original IP
Script
Tags: Sfm
File Size
Posted
0.024 MB
Jan 14, 2014 @ 1:31am
1 Change Note ( view )

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Doc/Revzin's Puppet Script!

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Description
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!

Enjoy!

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

Includes:
sfm\animset\doc_revzin_modified_puppet_alpha.py
sfm\animset\doc_revzin_modified_puppet_delta.py
sfm\animset\doc_revzin_modified_puppet_gamma.py
46 Comments
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GMan Jun 26 @ 10:58am 
Nice one...though Im fairly new to sfm I tried it with a few of my models and it worked perfectly so a big thamk you. One small point however,and as suggested by someone commenting on ur youtube video it appears u dont need to go though the removing contraints proceedure. Simply detach rig (detach all) from puppet then remove puppeteer. The puppet will still retain the animation sequence.
StickyFingaz May 23 @ 9:46am 
Doesn't apply the rig even tho i have the names set up correctly, tried all of the scripts too. help!
Pepe~ May 8 @ 9:54pm 
Brilliant m8!
An Insane Doctor Apr 21 @ 8:55pm 
Okay, I get a weird error when trying to use puppet_delta for the rigging... I've named my master medic1(it's an hl2 citizen model), and my puppet medicPuppet1(obviously the Medic from tf2), but when I try to use the delta rig, it throws the console error:

Traceback (most recent call last):
File "<string>", line 256, in <module>
AttributeError: 'NoneType' object has no attribute 'GetValue'

Any idea what's going on? I'm fairly certain this is the right way to use the rigs, as Gamma works well enough.

Delta should be used for 'cross-verse', right? Like, the ValveBiped rig to the TF2 version?
irkeninvaderaj123 Apr 4 @ 4:13pm 
i'll go try it
irkeninvaderaj123 Apr 4 @ 4:13pm 
i see
Doc_ock_rokc  [author] Apr 4 @ 3:35pm 
So Nefar1 will be the baster of Nefarious_scout1 but Scout1 will not.
Doc_ock_rokc  [author] Apr 4 @ 3:34pm 
The names must be similar from the begining to the end. So say you want a scout to mimic a soldier. The soldier is Soldier1. The scout must be Soldier-Blah blah blah1.

As long as the BEGINING of the name and the ending number is the same the script will work.
irkeninvaderaj123 Apr 4 @ 10:01am 
well i tried Nefarious_scout1 and tried the rig scripts but somehow sfm won't allow the rig scripts to happen
Doc_ock_rokc  [author] Apr 4 @ 1:59am 
Well away did you make sure the puppets have a similar name and Number to the master?