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Doc/Revzin's Puppet Script!
 
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Universe: Original IP
Script
Tags: Sfm
File Size
Posted
Updated
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!

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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.



Updated again because doc put BETA in instead of Gamma.

Includes:
sfm\animset\doc_revzin_modified_puppet_alpha.py
sfm\animset\doc_revzin_modified_puppet_gamma.py
sfm\animset\doc_revzin_modified_puppet_delta.py
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85 Comments
Puffy the destroyer (chili) May 15 @ 8:56am 
does the other video explain?
Doc_ock_rokc  [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?
Potato. | Gone Till 8/13 Apr 19 @ 10:07am 
The spy and the merc were working, but I moved the spy forward and the merc stayed working but... https://gyazo.com/ae652dac84abd7afa9d3f1010f251832
Aria Neptuna Octavia Apr 2 @ 12:36pm 
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  [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.
The Arbiter Feb 1 @ 2:18am 
Something with the bones on models arent right. delta does nothing and alpha and gamma move the transform.
The Arbiter Feb 1 @ 2:02am 
Sorry to ask Im sure you get people asking this alot, but I used to be able to use this quite easy. But now I cant rig a human to the engineer. The only thing that works with all the rigs is the root transform I think. I have a hl2 model as bob1 and engineer as bob_engineer1. hl2 models seem to work together with any rig, and the tf2 together also work fine. But riging hl2 with tf2 models seem like none of the rigs work for me. I may be having a brain fart though and it's a simple fix.
Doc_ock_rokc  [author] Jan 22 @ 2:10pm 
oh. order matters on the bones. look at valves build as an example