Source Filmmaker

Source Filmmaker

How do you make a fist?
Yes I know 3000 hours of sfm and I still cant figure out how to make a proper fist.... (most of my hours on sfm is me leaving it running anyway)

With tf2 models its easier somewhat because the fingers are big and dont require much (minus Merasmus its hard to make a fist with him) but other models that have smaller fingers are frustrating. I look at my hand and make a fist to see and one thing that your fingers must do is press together then curl. But that's the main problem. I cant. They always end up like this
https://imgur.com/u4hafC0

When I make a first and look at it the fingers are too spread apart leaving huge gaps between them and the other bones dont look proper. The pinky finger is ALWAYS the hardest because its always so far away from the rest of the fingers it looks stupid when trying to rotate it next to the ring finger because the tip always goes through the ring finger and the rest of the pinky isnt even close to where it should be.

It shouldnt be this hard to make a fist...and I even watched the tutorial for it. Helped somewhat, I learned a new helpful thing but it doesnt help with most fingers cause they go into the hand before they even curl.
Originally posted by Pte Jack:
No different than clinching your own fist.

Adjust the fingers to close the gaps, switch to Local Rotation mode, select all the finger bones Less the Thumb bones, rotate on the axis that turns them into the hand. Then adjust the thumb. After make minor adjustments if necessary. Animating, just do the same thing while you have the time line offset for the amount of time you want to make the fist...

If your working with a model where the bones aren't nice, same thing, except do each finger separately and adjust for the bad bones.

https://i.imgur.com/NjdV1rl.gif

https://i.imgur.com/k7d1B6q.gif


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Showing 1-8 of 8 comments
Marco Skoll Dec 6, 2018 @ 7:11pm 
There's two issues.

First up, most models aren't made with carpal bones. In reality, the width across the hands/knuckles can change slightly. Not enough to notice for most game animations, but definitely enough to notice for a fist.

Secondly, limitations in how bone posing can deform an object. Because a model bone needs to deform at least a little of the surrounding area to make the transition look natural-ish, you end up with the base of the fingers actually trying to push apart when you bring them together (a side effect of wanting it to stretch when they move apart). More than that, Source's skeletal animation cannot maintain mesh volume in the same way as some more sophisticated programs.

Without corrective morphs (which are a very little explored and not properly supported science in Source), there have to be compromises.

TL;DR: The models aren't well designed and you're using an old game engine.
green Dec 6, 2018 @ 7:50pm 
Start with the finger bones connecting to the knuckles, and work from there. If you experience a gap between the inner fingers, try kinda reverting attention from it, by making sure that there's only flesh behind and in the gap. Like, at a quick glance, you would only see flesh tone. I hope I explained that well, lol.
The author of this thread has indicated that this post answers the original topic.
Pte Jack Dec 6, 2018 @ 8:06pm 
No different than clinching your own fist.

Adjust the fingers to close the gaps, switch to Local Rotation mode, select all the finger bones Less the Thumb bones, rotate on the axis that turns them into the hand. Then adjust the thumb. After make minor adjustments if necessary. Animating, just do the same thing while you have the time line offset for the amount of time you want to make the fist...

If your working with a model where the bones aren't nice, same thing, except do each finger separately and adjust for the bad bones.

https://i.imgur.com/NjdV1rl.gif

https://i.imgur.com/k7d1B6q.gif


green Dec 6, 2018 @ 8:08pm 
Originally posted by Pte Jack:
No different than clinching your own fist.

Adjust the fingers to close the gaps, switch to Local Rotation mode, select all the finger bones Less the Thumb bones, rotate on the axis that turns them into the hand. Then adjust the thumb. After make minor adjustments if necessary. Animating, just do the same thing while you have the time line offset for the amount of time you want to make the fist...

If your working with a model where the bones aren't nice, same thing, except do each finger separately and adjust for the bad bones.

https://i.imgur.com/NjdV1rl.gif

https://i.imgur.com/k7d1B6q.gif
That's some great advice. Nice gifs too!
Originally posted by EmperorFaiz.ogg:
https://www.dropbox.com/s/dyluzaei7tfqqbo/curl%20fingers%20trick%20with%20GE.gif?dl=0

I mentioned it already. I tried it. I said they get to the palm before they can curl. Depending on the model
Originally posted by Pte Jack:
No different than clinching your own fist.

Adjust the fingers to close the gaps, switch to Local Rotation mode, select all the finger bones Less the Thumb bones, rotate on the axis that turns them into the hand. Then adjust the thumb. After make minor adjustments if necessary. Animating, just do the same thing while you have the time line offset for the amount of time you want to make the fist...

If your working with a model where the bones aren't nice, same thing, except do each finger separately and adjust for the bad bones.

https://i.imgur.com/NjdV1rl.gif

https://i.imgur.com/k7d1B6q.gif

You know what I ACTUALLY did that though I wasnt sure if it was a requirement cause it worked but it did something to the knuckle that I think wasnt legit but it could be me. It made it simpler just wasnt convinced thats how a hand works XD I guess I think too realisticly for animation
I got it, Now if only I can learn the secret to smooth animation XD if only it was as easy to learn as this was
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Date Posted: Dec 6, 2018 @ 6:21pm
Posts: 8