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Help with Smissmas 2017 Taunts?
I want to get the taunts from the Smissmas 2017 update, but not quite sure how. I might need to use GCFScape, but I can't seem to find them. Specifically I am looking for the Surgeon's Squeezebox. Any help is appreciated. Thank you.
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Showing 1-12 of 12 comments
Zappy Mar 10, 2018 @ 3:13pm 
See the below guide for instructions on extracting new content from Team Fortress 2 to Source Filmmaker.
http://steamcommunity.com/sharedfiles/filedetails/?id=234952643 But note that Source Filmmaker's tf_movies' "HWM" class models don't load the workshop taunt sequence model files, so you'll have to spawn a non-"HWM" Medic (player\medic.mdl), import the taunt sequence(s), and then copy the animation/motion data from the non-"HWM" Medic to a "HWM" Medic (player\hwm\medic.mdl) to get the taunt on the "HWM" model.
『SonderCycle』 Mar 10, 2018 @ 3:15pm 
Originally posted by Zappy:
See the below guide for instructions on extracting new content from Team Fortress 2 to Source Filmmaker.
http://steamcommunity.com/sharedfiles/filedetails/?id=234952643 But note that Source Filmmaker's tf_movies' "HWM" class models don't load the workshop taunt sequence model files, so you'll have to spawn a non-"HWM" Medic (player\medic.mdl), import the taunt sequence(s), and then copy the animation/motion data from the non-"HWM" Medic to a "HWM" Medic (player\hwm\medic.mdl) to get the taunt on the "HWM" model.
I have seen that multiple times, but I don't see the specific taunt(s) in the maps, models, materials, particles, or sounds. Am I doing something wrong or am I just not seeing it?
Zappy Mar 10, 2018 @ 3:27pm 
Originally posted by TheLegendOfPlushLink LFT HL Med:
I have seen that multiple times, but I don't see the specific taunt(s) in the maps, models, materials, particles, or sounds. Am I doing something wrong or am I just not seeing it?
The taunts are sequences stored inside of models. workshop\player\animations\medic_workshop_animations.mdl should contain sequences of most community-made Medic taunts. (Again, you should use player\medic.mdl to import the sequence, as that will load the workshop taunt model's sequences correctly, and not just the animation file model.)

Or if you mean the taunt props (the things the characters hold during non-weapon taunts), try searching for "taunt" and looking through each of the models found by searching for that.
PickyPigOink Apr 17, 2018 @ 3:02pm 
I don't understand. I spawned workshop\player\animations\medic_workshop_animations.mdl and what do I do next? I already updated models\player\items\taunts from gcfscape. Thanks in advance.
PickyPigOink Apr 17, 2018 @ 6:20pm 
ok I figured it out. How do I attach the taunt prop to the taunt, "The Surgeon's Squeezebox"?
Zappy Apr 18, 2018 @ 6:05am 
Originally posted by PickyPigOink:
I don't understand. I spawned workshop\player\animations\medic_workshop_animations.mdl and what do I do next? -
Firstly, delete the "medic_workshop_animations1" or such animation set. Then spawn the player\medic.mdl model. Import the sequence onto that model. Switch to the Motion Editor, click in the timeline, press Ctrl+A to select all time, and press Ctrl+C to copy the motion. Then (spawn and) select a "HWM" Medic's animation set, be in the Motion Editor, click in the timeline, and press Ctrl+V to paste the motion to the selected time region. Lastly, delete the non-"HWM" Medic's animation set.

Originally posted by PickyPigOink:
- How do I attach the taunt prop to the taunt, "The Surgeon's Squeezebox"?
Spawn the taunt prop, drag the desired parent's animation set (a Medic) onto the desired child's animation set (the taunt prop).
This will lock all bones of the child to same-named bones of the parent. (Bones of the child without same-named bones on the parent won't be locked.)

Then select all locked bones of the child, switch to the Motion Editor, click in the timeline, press Ctrl+A to select all time, and then fully apply the procedural "Zero" preset.

This is basically equivalent to "bone-merging" in the Source engine, which is how cosmetics, weapons, and taunt props are attached to players in Team Fortress 2.
PickyPigOink Apr 18, 2018 @ 1:18pm 
I figured out what I did wrong. I exported the workshop taunt file to the wrong file location.
Momo Apr 27, 2018 @ 8:37am 
where can i find the taunt place?
PickyPigOink Apr 27, 2018 @ 1:14pm 
re read what has been said again
Momo Apr 27, 2018 @ 5:56pm 
Originally posted by PickyPigOink:
re read what has been said again
oh ok i found it
Drippin Jimmy Feb 10, 2021 @ 12:31pm 
Originally posted by Zappy:
Originally posted by PickyPigOink:
I don't understand. I spawned workshop\player\animations\medic_workshop_animations.mdl and what do I do next? -
Firstly, delete the "medic_workshop_animations1" or such animation set. Then spawn the player\medic.mdl model. Import the sequence onto that model. Switch to the Motion Editor, click in the timeline, press Ctrl+A to select all time, and press Ctrl+C to copy the motion. Then (spawn and) select a "HWM" Medic's animation set, be in the Motion Editor, click in the timeline, and press Ctrl+V to paste the motion to the selected time region. Lastly, delete the non-"HWM" Medic's animation set.

Originally posted by PickyPigOink:
- How do I attach the taunt prop to the taunt, "The Surgeon's Squeezebox"?
Spawn the taunt prop, drag the desired parent's animation set (a Medic) onto the desired child's animation set (the taunt prop).
This will lock all bones of the child to same-named bones of the parent. (Bones of the child without same-named bones on the parent won't be locked.)

Then select all locked bones of the child, switch to the Motion Editor, click in the timeline, press Ctrl+A to select all time, and then fully apply the procedural "Zero" preset.

This is basically equivalent to "bone-merging" in the Source engine, which is how cosmetics, weapons, and taunt props are attached to players in Team Fortress 2.

I can't find the surgeon's sqeezebox taunt model.
Čerwa Feb 10, 2021 @ 3:37pm 
ok
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Date Posted: Mar 10, 2018 @ 3:08pm
Posts: 12