Source Filmmaker

Source Filmmaker

DezVox Jan 2, 2018 @ 3:13pm
A recent problem I've been having regarding flexes
I'll try to explain this the best that I can.

So recently, I've been having a problem with flexes. For some reason, the flexes on certain models are wonking out. When I say 'certain' I mean random. This problems seems to target a couple (2-3) models within a particular session. It only happens after I save, exit, and reload the session. So this glitch doesn't occur on fresh sessions.

Basically most, if not all, flexes on whatever model this glitch decides to corrupt are cramed into one slider, producing an effect like this. [imgur.com]

Slider Example ("Mouth I" is theionly flex/slider not set at zero): https://imgur.com/a/56GrW

I have no idea what's causing this, and I've tried multiple things so far:
-Verifying Cache
-Using utility controls like "Reattach model" and "Rebuiold ciontrol groups"
-Verifying Cache and Deleting defaultanimationgroups.txt
-Reducing the amount of paths that I have (Thus reducing hown many things are loaded into SFM)
-Deleteing the corrupted model and reinstalling said model.

Now, there's a (or "used to be", at this point) temporary fix where I'd open a new session, spawn the "corrupted" models in, and load my actual session afterward. However, this glitch now seems to "migrate" to a different model. Rendering the "fix" useless.

Has anyone experienced this? Are there any fixes available before I bite the bullet and completelty reinstall this thing? As I said before, this is a recent thing, and I'm at the end of my rope with this.

And sorry about the pony I guess.
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Showing 1-14 of 14 comments
Zappy Jan 2, 2018 @ 3:19pm 
Does this also happen if you reboot Source FilmMaker, make a completely new session, spawn the model, save the session, reboot Source FilmMaker again, and load only that session? (As in, is it affecting only a single specific session, or does it affect every session?)
DezVox Jan 2, 2018 @ 3:22pm 
Originally posted by Zappy:
Does this also happen if you reboot Source FilmMaker, make a completely new session, spawn the model, save the session, reboot Source FilmMaker again, and load only that session? (As in, is it affecting only a single specific session, or does it affect every session?)

Yep. That'd be another reason why my temporary fix doesn't work anymore.
Zappy Jan 2, 2018 @ 3:27pm 
Originally posted by DezmondVulpin:
Yep. That'd be another reason why my temporary fix doesn't work anymore.
Could you give a direct link to where you got one of the models this always seems to happen with (as well as let us know the model-name if the place you link to has multiple models)?
DezVox Jan 2, 2018 @ 3:41pm 
That's the thing, the corruption doesn't seem to favor a particular model. Anything with flex controls are fair game it seems. It _seems_ like it kicks in after a certain amount of models are spawned in. Though that doesn't really seem to be the case anymore. However, I've been frequently unlucky with the pony models. [juicedane.deviantart.com].
Zappy Jan 2, 2018 @ 3:46pm 
Originally posted by DezmondVulpin:
That's the thing, the corruption doesn't seem to favor a particular model. Anything with flex controls are fair game it seems. -
Are you able to confirm if this happens if you only use player\hwm\*.mdl from the default "tf_movies" bundled with Source FilmMaker? ("*" can be "demo", "engineer", "heavy", "medic", "pyro", "scout", "sniper", "soldier", and "spy" in this case.)
Last edited by Zappy; Jan 2, 2018 @ 3:46pm
DezVox Jan 2, 2018 @ 4:01pm 
A quick test leads me to believe that this doesn't seem to happen with those models.
Spawned 'em all in, saved, exited, reloaded, and tested all the flexes. No corruption
Zappy Jan 3, 2018 @ 2:47am 
Originally posted by DezmondVulpin:
A quick test leads me to believe that this doesn't seem to happen with those models. Spawned 'em all in, saved, exited, reloaded, and tested all the flexes. No corruption
That makes it sound like the issue is with the pony models... but I just downloaded those you linked to, spawned all 27 of them, lined them up beside each other, slid "localViewTargetFactor" and "Mouth_I" to their full values, saved the session, closed and rebooted Source FilmMaker, and loaded the session, and they all look exactly the same as when I saved the session (that is, with their lips extended a little more "backwards", with nothing out of the ordinary), which in turn makes it sound like the issue is on your end... but then it should also affect the Team Fortress 2 models, not just pony models. As such, I might not be able to help much.


But if you right-click Source FilmMaker in your Steam library (in the "Software" or "Installed" categories), choose "Properties", and switch to the "Betas" tab, what is the drop-down beta selection list set to?
DezVox Jan 3, 2018 @ 9:58am 
Originally posted by Zappy:
That makes it sound like the issue is with the pony models... but I just downloaded those you linked to, spawned all 27 of them, lined them up beside each other, slid "localViewTargetFactor" and "Mouth_I" to their full values, saved the session, closed and rebooted Source FilmMaker, and loaded the session, and they all look exactly the same as when I saved the session (that is, with their lips extended a little more "backwards", with nothing out of the ordinary), which in turn makes it sound like the issue is on your end... but then it should also affect the Team Fortress 2 models, not just pony models. As such, I might not be able to help much.


But if you right-click Source FilmMaker in your Steam library (in the "Software" or "Installed" categories), choose "Properties", and switch to the "Betas" tab, what is the drop-down beta selection list set to?

I recently (last night to be specific) did a complete reinstall (after backing up my files) of SFM. To be honesty, my usuermod folder was a complete mess. Whether or not that had anything to do with this glitch i beyound me though. I cannot remember if I opted into any of the betas before reinstalling.

However, the flex glitch/corruption doesn't seem to be happening anymore. As of now at least. Fingers crossed.
Last edited by DezVox; Jan 3, 2018 @ 9:59am
DezVox Jan 3, 2018 @ 1:29pm 
Annnd nope. It's back. In full force.
If any extra info helps, this corrpution issue began to crop up after I replaced my old main HDD (failed) with my current one. My steam installation is always on my secondary HDD.
Last edited by DezVox; Jan 3, 2018 @ 1:30pm
Zappy Jan 4, 2018 @ 4:58am 
Originally posted by DezmondVulpin:
Annnd nope. It's back. In full force. -
Do you think you can try having a copy of every player\hwm\*.mdl model somewhere off to the side in sessions you make, so you/I/we can see whether they at some point also "corrupt" along with the ponies? (Remember that you can hide them/make them invisible when you want to export/render something, in case you're worried about having them visible if you finish something.)

And additionally, do you think you could try making a simple session on the "stage.bsp" (or "stage_big.bsp") map included with Source FilmMaker, with the ponies in it somewhere, then when/if they "corrupt" there, upload that session somewhere and link to it for me to take a look at?
DezVox Jan 4, 2018 @ 6:33pm 
Originally posted by Zappy:
Do you think you can try having a copy of every player\hwm\*.mdl model somewhere off to the side in sessions you make, so you/I/we can see whether they at some point also "corrupt" along with the ponies? (Remember that you can hide them/make them invisible when you want to export/render something, in case you're worried about having them visible if you finish something.)

And additionally, do you think you could try making a simple session on the "stage.bsp" (or "stage_big.bsp") map included with Source FilmMaker, with the ponies in it somewhere, then when/if they "corrupt" there, upload that session somewhere and link to it for me to take a look at?

I can confirm that the hwm models are corruptible.Though only when I open up a session that has the corruption glitch before loading into the hwm session.

On it's own, the session that holds the hwm models isn't broken or glitched.

I've also tried to recreate the glitch with all pony models spawned, and I've have no luck (or maybe it _is_ luck :P). It only seems to happen if multiple models with different flex controls are added to the session. Then it's random as to what model the corruption happens to.

I feel like I've completely drained all my options though. I basically spent the entire day trying to fix this thing, and no improvement has been made. I have never experienced resiliency like this in my life.
Marco Skoll Jan 4, 2018 @ 8:06pm 
I did have a marginally similar problem where a badly coded IK rig script (I would blame the author, but it was me) caused the model skeleton to corrupt after loading a saved file, causing the model's legs to fall off. (Funny in hindsight, but annoying at the time).

I don't imagine it's the same problem as this, but the bad IK rig lead to a "Operator cycle detected during dependency graph traversal" error endlessly repeating on the console. While this was fairly useless (there is no documentation on this error), my advice would still be to check your own console to see if anything of merit is there.

I suppose I'd also try checking if your graphics drivers can be updated. (You didn't say if you'd checked this - I don't imagine it's the issue, but it's at least worth ruling out).
ZergSquad Jan 14, 2021 @ 3:54pm 
Just to bump this thread with some thoughts and temporary FIX (bcz maybe some who google would jump here as me)

Happened with me 2 times as i understand thats just scene corruption with no way to fix it...
Its like sfm become have limit on flexes on scene or more like flexes number on scene got some "offset"...
So for example is theres over 200 flexes on your multiple models - 170 would work, other 30 would not, and last 170th flex slider would affect all remain model's flexes...

The sh#t thing is that doesnt affect any individual model, its like affect overall number of scene flexes...
My first thoughts was to just add another unusing model with flexes, so the lag would get on her and other flexes that i need could work, but no... after reloading sfm new model's flexes remain work, but not those that lagged...
Also tried like move models in element viewer on top in scene settings so "needed" flexes could work, but no luck and but just jimp to another model
Also creating new session and import shot gave 0 result too
As trying to import ONLY models from shot, so thats just approve that corruption is somewhere on models on session...
Yet when u create new session and just load same models - all flexes works fine...

So the only "FIX" i found is to create new session, load ALL models that u need, save it (to not do this every time you want to work on your project) and then just load your project(without reloading SFM)... As i understand its like "preload" all info and as SFM have problems with memory leak so all this info doesnt unload when u load other session so your session's flexes remain work...

yyyyyep.... /pokerface
ZergSquad Dec 6, 2021 @ 5:19pm 
PS some update from almost year later
Encountered this sh@#t again... and i just noticed that if u load and save session with many models that uses pretty much flexes - some of them would stop loading flexes making me think that sfm just cant handle loading many flexes at once (that if happening when you load session), but if you load them 1 by 1 they works fine...

So the only fix is to create new session and load models 1 by 1 each time before you load your main session

PS its not corrupt flexes on session save because if you change models order through element viewer - bug with flexes goes to another models upon load
Last edited by ZergSquad; Dec 6, 2021 @ 5:23pm
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Date Posted: Jan 2, 2018 @ 3:13pm
Posts: 14