Source Filmmaker

Source Filmmaker

NikuCzeko Aug 1, 2016 @ 10:17am
Change visibility in a specific keyframe/moment?
I've discovered that, when you record a character killed in gamemod while recording, it creates another instance of weapon and ragdoll, basically the dead character models are invisible during controlling, and become visible when player dies while "living" models become invisible, it is confirmed by automatic toggling eye icons near the model names in Animation Set Editor. It also appears when switching weapons

Now that makes me wonder how to toggle visibility on objects in the specific keyframe?
I checked "Meet The" demos, that trick of visibility toggling appears there too!
Last edited by NikuCzeko; Aug 1, 2016 @ 10:17am
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Showing 1-13 of 13 comments
R234 Aug 1, 2016 @ 10:22am 
I don't think it's possible, but even if it is, it's probably more complicated than just moving the model off screen.
Zappy Aug 1, 2016 @ 10:45am 
Originally posted by R234:
I don't think it's possible,
If it's not possible, how do game mode recordings and the Meet The Team sessions do it? (Though yes, it would probably be pretty complicated to do, and certainly not be worth it compared to just instantly moving the model off-/on-screen.)
R234 Aug 1, 2016 @ 10:49am 
I know it is for Valve, I mean for us, not without some major Source programming expertise at any rate. That certainly wouldn't be the only thing they did, but gave us no option to replicate. I believe a few animation sets in the Meet the Engineer project are shared between two or more shots, for instance.
Zappy Aug 1, 2016 @ 10:52am 
Originally posted by R234:
I know it is for Valve, I mean for us, not without some major Source programming expertise at any rate.
I guess you could "just" create an animationset with a slider, and map that slider to the visibility of the model?
R234 Aug 1, 2016 @ 11:10am 
Originally posted by Zappy:
I guess you could "just" create an animationset with a slider, and map that slider to the visibility of the model?
Wouldn't that require the use of a script?
Zappy Aug 1, 2016 @ 11:13am 
Originally posted by R234:
Wouldn't that require the use of a script?
If editing the session file outside Source FilmMaker doesn't count, it would, unless you use the Element Viewer.
Last edited by Zappy; Aug 1, 2016 @ 11:17am
R234 Aug 1, 2016 @ 11:21am 
Originally posted by Zappy:
If editing the session file outside Source FilmMaker doesn't count, it would, unless you use the Element Viewer.
Ssooo, you can do that in the Element Viewer then? How?
Zappy Aug 1, 2016 @ 11:25am 
Originally posted by R234:
Ssooo, you can do that in the Element Viewer then? How?
The same way you'd create a slider and map it to a float value, I guess. I haven't tried (so I can't tell you exactly how), but I don't see why feeding a float of 0 or 1 to a boolean wouldn't work, considering how you can feed a float to a vector3 and such. (Actually I do see why it wouldn't work if it doesn't work, but I think it'd work.) But it's still much more worth it to just move the model.
R234 Aug 1, 2016 @ 11:37am 
Agreed, I'd just like to know how if there's a way. Problem here is, there's no "Create AnimationSet for Element" option when right clicking the "visible" attribute, or the model's element itself.
Zappy Aug 1, 2016 @ 11:40am 
I'm talking about manually setting up an animationset slider and manually mapping it to the visibility (like mapping a bone to a vector3 material parameter).
R234 Aug 1, 2016 @ 11:57am 
Oh. How do you do that again?
Zappy Aug 1, 2016 @ 11:59am 
It's too long since I last did that to remember it exactly, but copy-pasting and altering animationsets in the Element Viewer might be enough.
R234 Aug 1, 2016 @ 12:16pm 
Well, nothing I try works. The "visible" attribute can't even be deleted, and renaming it does nothing, it even still works. I'm gonna stick to my initial "not possible" assessment until someone can prove me wrong.
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Date Posted: Aug 1, 2016 @ 10:17am
Posts: 13