Source Filmmaker

Source Filmmaker

Aleq Apr 11, 2015 @ 2:55am
Wacom Tablet for SFM
Hi

I am really surprised that a software with so much potential doesn't seem to be compatible with Wacom Tablets. I use my tablet for almost anything - I rarely use a mouse. Is it really true that mouse is the only choice when it comes to proper control in SFM?

Here is an example. When I want to interact with the GUI elements of SFM, I experience no problems. I can click buttons, play with parameters, etc. But when it comes to the Viewport ifself and the controlling the camera and the objects within the "world", I get this weird camera-spinning-issue. AFAIK, even Maya is compatible with digitizers/tablets. So why is it, that Valve decided that a clunky tool like a mouse should be a primary controlling tool for SFM?

And to ask a question that really matters: Is there a workaround for this issue for when using a tablet? Or should I give it up completely and use a mouse, instead?
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Showing 1-15 of 16 comments
Zappy Apr 11, 2015 @ 2:58am 
Originally posted by Aleque:
So why is it, that Valve decided that a clunky tool like a mouse should be a primary controlling tool for SFM?
Because it's not clunky at all.

Originally posted by Aleque:
Or should I give it up completely and use a mouse, intead?
You shouldn't give up and use a mouse, you should use a mouse. There's nothing wrong about using a non-clunky tool (a mouse) when another non-clunky tool (a drawing tablet) designed for drawing isn't compatible with not drawing. So there's no "giving up" about it.
Aleq Apr 11, 2015 @ 3:05am 
but you get so much more precision with a drawing tablet compared to a mouse... i still don't get it but i am probably not meant to, to each his/her own, i guess
Zappy Apr 11, 2015 @ 3:17am 
If you care about precision, lower your mouse sensitivity, and enlarge the viewport(s).
Tay Apr 11, 2015 @ 9:34am 
Originally posted by Vintage:
If you care about precision, lower your mouse sensitivity, and enlarge the viewport(s).

You probably never used a tablet before. Soooo...shush. I understand the feeling because using a tablet for my favorite animating and drawing activities,using a tablet feels better for people that like using pencils and stuff. It's complex.
Aleq Apr 11, 2015 @ 10:02am 
Originally posted by TayTay:
Originally posted by Vintage:
If you care about precision, lower your mouse sensitivity, and enlarge the viewport(s).

You probably never used a tablet before. Soooo...shush. I understand the feeling because using a tablet for my favorite animating and drawing activities,using a tablet feels better for people that like using pencils and stuff. It's complex.

Since my hand got screwed up after playing too much Diablo2, I never really used mouse. I only connect it sometimes if i play FPS games, but it is very rare that it happens.

But I should stop expecting the digitizer to work with SFM, since the issue lies within the core of the program... it's not something you just change
Last edited by Aleq; Apr 11, 2015 @ 10:04am
episoder Apr 11, 2015 @ 10:28am 
camera spinning issue? i dunno maya but i guess there's a slight difference. iirc modelling is a "look at" camera. sfm uses first person and the cursor is internally reset to the center to not go out of bounds of the viewport. that is a given to make it work. ofc your stylus can't be reset. hence this' not working. that's nothing clunky or something. it just doesn't work like that. ofc. you could still use it with the rorational controls i guess. but for first person there's not much of a choice.

tho... i understand the issue. it's a lil "projected" rotation trick. would work with a hemisphere something but it needs to be specially recoded to not reset. it's different. imho not as fluid as mouse but well... whatever preference you have. *shrugs* :)
Last edited by episoder; Apr 11, 2015 @ 10:29am
Cheugreum Jul 15, 2015 @ 11:46am 
Hi,
I'd love SFM working with Wacom tablet
In fact I need it.... I have RSI and using mouse became painful to use.

The main 3D packages (3D max, Maya, Zbrush...) are 100% tablet compatible and also use the new features that Wacom offers (like multi touch)

Mouse is a great tool, but since more and more 3D artist suffer from RSI because of it,
having SFM "tablet friendly", would be good for Valve employee too :-)
Last edited by Cheugreum; Jul 15, 2015 @ 11:47am
celica soupra Jul 15, 2015 @ 2:58pm 
The only reason the spinning thing happens is because, as episoder has explained, the viewport acts like an in-game camera. Same reason the same spinny thing happens if you try to play TF2 or Half-Life 2 with a tablet.

Being an artist myself, I do like using a tablet, but I also like using a mouse... What I don't like is when people start calling the other choice clunky or not responsive enough. It's a matter of habit and what the situation calls for.
hiranobyKO Nov 29, 2016 @ 3:31pm 
I realize this is an old thread, but I came here looking for an answer to OP's question. while I was messing around with my wacom tablet settings, I realized that switching the pen mapping to "mouse mode" as well as slowing down the mouse speed and acceleration helped to get rid of the fast and spinny camera problem. It's not a perfect solution, as the cursor movement is relative and not absolute, but still allows you to use the pen. Hope this helps!
EmperorFaiz.wav Nov 29, 2016 @ 5:38pm 
Originally posted by hiranobyKO:
I realize this is an old thread, but I came here looking for an answer to OP's question. while I was messing around with my wacom tablet settings, I realized that switching the pen mapping to "mouse mode" as well as slowing down the mouse speed and acceleration helped to get rid of the fast and spinny camera problem. It's not a perfect solution, as the cursor movement is relative and not absolute, but still allows you to use the pen. Hope this helps!
Reminds me the time I was attempting to play CS:GO with Wacom tablet with the same settings you mentioned.
Last edited by EmperorFaiz.wav; Nov 29, 2016 @ 5:38pm
Dicoguy Nov 29, 2016 @ 7:21pm 
Originally posted by EmperorFaiz.vmt:
Originally posted by hiranobyKO:
I realize this is an old thread, but I came here looking for an answer to OP's question. while I was messing around with my wacom tablet settings, I realized that switching the pen mapping to "mouse mode" as well as slowing down the mouse speed and acceleration helped to get rid of the fast and spinny camera problem. It's not a perfect solution, as the cursor movement is relative and not absolute, but still allows you to use the pen. Hope this helps!
Reminds me the time I was attempting to play CS:GO with Wacom tablet with the same settings you mentioned.
but....why?
EmperorFaiz.wav Nov 29, 2016 @ 7:39pm 
Originally posted by Dicoguy:
Originally posted by EmperorFaiz.vmt:
Reminds me the time I was attempting to play CS:GO with Wacom tablet with the same settings you mentioned.
but....why?
At least I managed to get high score with low death count. Meanwhile, someone play that game with steering wheel controller. We PC gamers are such a weird creatures. No wonder Sony hates us.
Last edited by EmperorFaiz.wav; Nov 29, 2016 @ 7:39pm
Aleq Nov 30, 2016 @ 3:18am 
You can navigate around in the workspace of 3D programs like Maya with a pen in pen-mode without any spinning cameras. I don't see why Valve don't make the same with SFM. I know it's easier said than done, but still... it's not some newbie company we are talking about here - it's Valve :D
EmperorFaiz.wav Nov 30, 2016 @ 4:44am 
Originally posted by Aleque:
You can navigate around in the workspace of 3D programs like Maya with a pen in pen-mode without any spinning cameras. I don't see why Valve don't make the same with SFM. I know it's easier said than done, but still... it's not some newbie company we are talking about here - it's Valve :D
Valve is too lazy to add drawing tablet supported obviously. Not gonna happen sooner.
Zappy Nov 30, 2016 @ 4:56am 
Originally posted by Aleque:
You can navigate around in the workspace of 3D programs like Maya with a pen in pen-mode without any spinning cameras. I don't see why Valve don't make the same with SFM. I know it's easier said than done, but still... it's not some newbie company we are talking about here - it's Valve :D
That's because Source is a game engine, and Source FilmMaker is built on the Source engine (thus the name Source FilmMaker). This means Source FilmMaker constantly resets the mouse position to the center of the view every frame, like a first-person game, when it needs to inherit the mouse movement. Most 3D programs, especially modelling tools and the like, are not designed this way. Now consider that tablets set the mouse position absolutely. Every frame, Source FilmMaker checks how far away from the center the mouse is before snapping it back to the center, and considering tablets then set the mouse somewhere else, Source FilmMaker will detect it as if the mouse moved so and so far from the center, because it technically did move so and so far away. Does it make sense now?
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Date Posted: Apr 11, 2015 @ 2:55am
Posts: 16