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https://steamcommunity.com/sharedfiles/filedetails/?id=2245299117
https://steamcommunity.com/sharedfiles/filedetails/?id=2245326725
/items/items_game.txt to -/SourceFilmmaker/game/[folder]/scripts/items/items_game.txt ("[folder]" being the folder that you extracted Team Fortress 2 content to), but even after doing that, note that not all Team Fortress 2 items will appear in the "Add Team Fortress Item" dialog, due to some items using a model filename format that Source Filmmaker doesn't understand.
Therefore, you may want to refer to the below guide to find the filenames of Team Fortress 2's weapon and cosmetic models, so that you can add them to a session manually:
https://steamcommunity.com/sharedfiles/filedetails/?id=395367659 To attach a weapon/cosmetic to a class after spawning them manually, drag the desired parent's animation set (for example a Spy) onto the desired child's animation set (for example a Business Casual) in the Animation Set Editor.
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 in the upper right area of the Animation Set Editor.
This is mostly equivalent to "bone-merging" in the Source engine, which is how weapons, cosmetics, et cetera are attached to players in Team Fortress 2 and many other Source games.
Now I know, thanks! :)
Judging by people's replies, it looks like they're already there. Now I know where to look first time at least!
Awesome, thanks. This is definitely a very helpful answer. I'm still new to SFM (we all have to start somewhere after all), so knowing that I can lock parent and child animation sets together is awesome. I'm excited to start playing around more today and continuing to learn SFM.
Others have also pointed out to use the Workshop for SFM and I now feel a bit silly for not checking there. But now I know for future releases, at least.
Thanks again for the kind help!