Source Filmmaker

Source Filmmaker

Lonrot Apr 2, 2015 @ 5:58pm
SFMPhys alternative?
This addon enables physics in SFM. It hasn't been updated since 2013, and it seems that it no longer works. I haven't found any alternatives.

Are you all animating everything by hand?
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Showing 1-11 of 11 comments
Pte Jack Apr 2, 2015 @ 6:20pm 
All physics is either manually posed and animated or recorded through game mode and passed to other characters either using Doc Ock Rokc and Revzin's puppet tool or by using R234's passing constraints method at present.

https://youtu.be/6W2PamTlSYQ

http://steamcommunity.com/sharedfiles/filedetails/?id=216464518
Last edited by Pte Jack; Apr 2, 2015 @ 6:21pm
Pte Jack Apr 2, 2015 @ 7:12pm 
Haven't tried it, does it work? I thought there were aspects that didn't...
Wilkins Coffee Apr 2, 2015 @ 7:58pm 
Works for me, Pte.
Lonrot Apr 2, 2015 @ 9:18pm 
Thanks for sharing Pte and raptom!
MEGAF00T Apr 2, 2015 @ 10:17pm 
You could try animating like Mag Magnet does! It has worked for me and I think it will work for you too! Just go check out her group and look at her videos on twitch. What she does is she holds the model and then presses play. It will move with your mouse until you let go. Hope this helps!
R234 Apr 2, 2015 @ 10:29pm 
Originally posted by Megbfield:
You could try animating like Mag Magnet does! It has worked for me and I think it will work for you too! Just go check out her group and look at her videos on twitch. What she does is she holds the model and then presses play. It will move with your mouse until you let go. Hope this helps!
It's called puppeteering, and the official tutorials cover that, so everyone should know about it.
Lonrot Apr 3, 2015 @ 8:17am 
Yup, also got that covered. I love puppeteering, one of the reasons I use SFM.
raptornx01 Apr 3, 2015 @ 11:44am 
that would be the hardest way to do it well though. you have to have quite a bit of latent and mouse control to get the movement to be fluid and well timed.
Bop Apr 4, 2015 @ 5:37am 
I dislike puppeteering for various reasons, most notably the issue of human error. If you want to animate a single ragdoll you may as well just manually do so. It's the most reliable method of getting a desired animation. If you got a bunch of different ragdolls or models bumping around, use the script raptorn posted.
episoder Apr 4, 2015 @ 7:41am 
I'm not sure what sort of physics you need. you can still build all kind of scenes in hammer. use prop_physics or overrides. you have puppets or ragdolls in there. you just gotta bake/compile entities only. go ingame sfm and trigger the effect. standard effect shot procedure. with a button for example. and then take all the pieces and get animation sets. does that to some extend. and it's still faster then puppeteering every lil peace of ragdoll.
Last edited by episoder; Apr 4, 2015 @ 7:42am
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Date Posted: Apr 2, 2015 @ 5:58pm
Posts: 11