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Source Filmmaker

How do i make someone pick something up
how do i do so first they arent holding anything and then picking something up?
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Showing 1-12 of 12 comments
surfer171 May 28, 2018 @ 6:08am 
Try pseudo lock, basically selecting two models together and animate them. Example, using the hand bone and weapon_bone to animate the character holding and then throwing
Capt Fuzzy May 28, 2018 @ 8:20am 
Originally posted by Mr. SexyTacoPajen:
how do i do so first they arent holding anything and then picking something up?
https://steamcommunity.com/sharedfiles/filedetails/?id=1164188670
surfer171 May 28, 2018 @ 8:35am 
Originally posted by Capt Fuzzy:
Originally posted by Mr. SexyTacoPajen:
how do i do so first they arent holding anything and then picking something up?
https://steamcommunity.com/sharedfiles/filedetails/?id=1164188670

You know, I should make a tutorial on pseudo locking in sfm lol, a technique to be used by graph editor animator if you want to lock and unlock a model to another model more than once without the fear of pooching the entire animation.
Capt Fuzzy May 28, 2018 @ 8:37am 
Originally posted by surfer171:
Originally posted by Capt Fuzzy:
https://steamcommunity.com/sharedfiles/filedetails/?id=1164188670

You know, I should make a tutorial on pseudo locking in sfm lol, a technique to be used by graph editor animator if you want to lock and unlock a model to another model more than once without the fear of pooching the entire animation.
Good idea!
I was considering doing a more advanced locking tutorial, centered more around locking for animations, but if you'd like to do it, then by all means, go to it... :steamhappy:

Just do me a favor and let me know if you are doing it, that way I don't 'double-up' on it. lol
Last edited by Capt Fuzzy; May 28, 2018 @ 8:41am
Jojje Nilsson May 28, 2018 @ 8:49am 
Originally posted by Capt Fuzzy:
Originally posted by surfer171:

You know, I should make a tutorial on pseudo locking in sfm lol, a technique to be used by graph editor animator if you want to lock and unlock a model to another model more than once without the fear of pooching the entire animation.
Good idea!
I was considering doing a more advanced locking tutorial, centered more around locking for animations, but if you'd like to do it, then by all means, go to it... :steamhappy:

Just do me a favor and let me know if you are doing it, that way I don't 'double-up' on it. lol
I found it too hard for me i dont think its what im looking for cause i didnt find anything about first not holding anything and then taking a item up
surfer171 May 28, 2018 @ 8:59am 
The holding part is when the item is locked to the hands meaning you need to animate the hand (and in advanced, you need to do it yourself and learn how to move the limbs under the influence of an IK rig which is rig_biped_simple) to approach the item. Then you need to rotate the fingers so it grabs the item which is where you apply the locks. After you’ve locked the item to your character’s hands, then you can animate it moving around as much as you want.

But warning, you can only do this once and for the second time you want to pick up and let go, your animation will become tricky to fix so I suggest a pseudo lock method.

You know that when you select two items via the animation set editor and you can move them together right? Well… you can do it for animation but you must and I mean MUST remember that you should move only one bone at a time. So animate your hand to reach for the item and when the fingers curled up to hold the item, go to your animation set editor and select say, the root transform of the item or static_prop bone if it’s a prop model.

Now this pseudo lock hasn’t been tested yet when being applied with smoothing but when I’ve the time, I’ll be making a guide to be included into the newbies guide
surfer171 May 28, 2018 @ 9:01am 
Originally posted by Capt Fuzzy:
Originally posted by surfer171:

You know, I should make a tutorial on pseudo locking in sfm lol, a technique to be used by graph editor animator if you want to lock and unlock a model to another model more than once without the fear of pooching the entire animation.
Good idea!
I was considering doing a more advanced locking tutorial, centered more around locking for animations, but if you'd like to do it, then by all means, go to it... :steamhappy:

Just do me a favor and let me know if you are doing it, that way I don't 'double-up' on it. lol

Sure sure, right after my finals and my trip to my parent’s hometown for this upcoming eid al-Fitri.
Capt Fuzzy May 28, 2018 @ 9:16am 
Originally posted by surfer171:
The holding part is when the item is locked to the hands meaning you need to animate the hand (and in advanced, you need to do it yourself and learn how to move the limbs under the influence of an IK rig which is rig_biped_simple) to approach the item. Then you need to rotate the fingers so it grabs the item which is where you apply the locks. After you’ve locked the item to your character’s hands, then you can animate it moving around as much as you want.
You are correct there, very simple, very easy... :steamhappy:

Originally posted by surfer171:
But warning, you can only do this once and for the second time you want to pick up and let go, your animation will become tricky to fix so I suggest a pseudo lock method.
This is not entirely true.
While you can easily mess up existing animations by doing this strictly with the graph editor, if you use the motion editor in conjunction with the graph editor, you can do this and NOT mess up any existing animations.

Originally posted by surfer171:
You know that when you select two items via the animation set editor and you can move them together right? Well… you can do it for animation but you must and I mean MUST remember that you should move only one bone at a time. So animate your hand to reach for the item and when the fingers curled up to hold the item, go to your animation set editor and select say, the root transform of the item or static_prop bone if it’s a prop model.

Now this pseudo lock hasn’t been tested yet when being applied with smoothing but when I’ve the time, I’ll be making a guide to be included into the newbies guide
While this WILL work, it is kind of a 'round-about' way of doing what I mentioned above...

I might just go ahead and do my guide anyway.
I have a perfect example in mind, I can't do it right now, due to the Memorial Day holiday here in the US, I have plans with friends and family, but I will get to work on it within the week.


Originally posted by surfer171:
Sure sure, right after my finals and my trip to my parent’s hometown for this upcoming eid al-Fitri.
By all means, do yours as well, two minds are always better than one when it comes to doing things... :steamhappy:
Jojje Nilsson May 29, 2018 @ 4:14am 
Originally posted by surfer171:
The holding part is when the item is locked to the hands meaning you need to animate the hand (and in advanced, you need to do it yourself and learn how to move the limbs under the influence of an IK rig which is rig_biped_simple) to approach the item. Then you need to rotate the fingers so it grabs the item which is where you apply the locks. After you’ve locked the item to your character’s hands, then you can animate it moving around as much as you want.

But warning, you can only do this once and for the second time you want to pick up and let go, your animation will become tricky to fix so I suggest a pseudo lock method.

You know that when you select two items via the animation set editor and you can move them together right? Well… you can do it for animation but you must and I mean MUST remember that you should move only one bone at a time. So animate your hand to reach for the item and when the fingers curled up to hold the item, go to your animation set editor and select say, the root transform of the item or static_prop bone if it’s a prop model.

Now this pseudo lock hasn’t been tested yet when being applied with smoothing but when I’ve the time, I’ll be making a guide to be included into the newbies guide
Im so sorry but i find this really hard understanding
surfer171 May 29, 2018 @ 5:14am 
How many hours have you been using SFM? As in, hours of usage cause if you don’t know what moving of bones using IK rig is then chances are you just downloaded it like around 50 hours of usage
Jojje Nilsson May 29, 2018 @ 5:24am 
Originally posted by surfer171:
How many hours have you been using SFM? As in, hours of usage cause if you don’t know what moving of bones using IK rig is then chances are you just downloaded it like around 50 hours of usage
I know what ik rig is its just i have hard understanding sfm sometimes but i know what im gonna do right now
surfer171 May 29, 2018 @ 5:41am 
If you know what an IK rig is in SFM, there shouldn’t be trouble in understanding what I’ve explained. Think of your body, how do you reach an object and pick it up. Your finger curls (rotate) to grab something (object locked to hand) and then you move them around freely until you uncurl your finger to let it go(unlock item from hand)
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Date Posted: May 28, 2018 @ 5:15am
Posts: 12