Source Filmmaker

Source Filmmaker

Digital May 11, 2015 @ 5:26am
Zero slider messes up models
So I've recent found out that the Zero slider can be used to make weapons and hats stick to model bones and into the correct positions, now seeing as this is easier than manually modeling the weapon or hat onto the model I thought I'd give this a go, but when I link the bones and stuff, and slide the Zero slider, the weapon slides away from the model and the bone I've linked it to, like the hand, stretches waaaay out of proportion, just the hand, no other part moves.

So the Slider doesn't work for some odd reason and I was wondering if you lovey nutters knew what the problem may be, and I'm also trying to figure out how to make sure the weapon moves into the correct possition onto the hand
Last edited by Digital; May 11, 2015 @ 5:32am
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Showing 1-15 of 22 comments
Detonatress May 11, 2015 @ 5:42am 
Take the weaponbone under the Other from your model, and then drag it to the weaponbone from Other of the weapon. Then click on weapon's weaponbone and zero it in.
Digital May 11, 2015 @ 5:43am 
Originally posted by Detonatress:
Take the weaponbone under the Other from your model, and then drag it to the weaponbone from Other of the weapon. Then click on weapon's weaponbone and zero it in.

And that will "merge" the two and put it in the correct position? Because I'm trying it with the Hitman's Heatmaker and it is in position, just not in the correct spot.
Last edited by Digital; May 11, 2015 @ 5:44am
Detonatress May 11, 2015 @ 5:44am 
Originally posted by RubberNinja:
Originally posted by Detonatress:
Take the weaponbone under the Other from your model, and then drag it to the weaponbone from Other of the weapon. Then click on weapon's weaponbone and zero it in.

And that will "merge" the two and put it in the correct position?
That will let you control the weapon with the right hand of the character. You seem to have connected it in reverse (weapon controls hand instead).
Bop May 11, 2015 @ 5:45am 
Zero literally means zero. It removes all the position and rotation data of a node, and instead inherits this from its parent or locked bone. To put this in a simpler way, the zero bone would do exactly the same thing as its parent bone, in the same position and rotation.

When using the zero slider for cosmetics, be sure not to have non-locked bones selected or it would create deformities.
Digital May 11, 2015 @ 5:49am 
Originally posted by ClinterinoM0 | C::
Zero literally means zero. It removes all the position and rotation data of a node, and instead inherits this from its parent or locked bone. To put this in a simpler way, the zero bone would do exactly the same thing as its parent bone, in the same position and rotation.

When using the zero slider for cosmetics, be sure not to have non-locked bones selected or it would create deformities.

Alright thanks, but doing what Detonatress said, The weapon is now in the hand, just not in the correct position though, I'll have to rotate and model that by hand?
Detonatress May 11, 2015 @ 5:54am 
Originally posted by RubberNinja:
Originally posted by ClinterinoM0 | C::
Zero literally means zero. It removes all the position and rotation data of a node, and instead inherits this from its parent or locked bone. To put this in a simpler way, the zero bone would do exactly the same thing as its parent bone, in the same position and rotation.

When using the zero slider for cosmetics, be sure not to have non-locked bones selected or it would create deformities.

Alright thanks, but doing what Detonatress said, The weapon is now in the hand, just not in the correct position though, I'll have to rotate and model that by hand?
You could set the arms position using a sequence (in the Hitman's Heatmaker's case stand_PRIMARY sequence applied to the Sniper - note it must be a compatible model otherwise the weapon might look off so you will have to position the weapon and the hands properly yourself). The weapon will go properly, like this:
http://i.imgur.com/rOARR7e.png
Last edited by Detonatress; May 11, 2015 @ 5:55am
Digital May 11, 2015 @ 5:56am 
Originally posted by Detonatress:
Originally posted by RubberNinja:

Alright thanks, but doing what Detonatress said, The weapon is now in the hand, just not in the correct position though, I'll have to rotate and model that by hand?
You could set the arms position using a sequence (in the Hitman's Heatmaker's case stand_PRIMARY sequence). The weapon will go properly, like this:
http://i.imgur.com/rOARR7e.png

http://i.imgur.com/QmujmxQ.jpg

This is what I've got, after doing the zero technique you mentioned, as long as it sits pretty in his hands, then I'll be a happy bunny.
Detonatress May 11, 2015 @ 6:01am 
Originally posted by RubberNinja:
Originally posted by Detonatress:
You could set the arms position using a sequence (in the Hitman's Heatmaker's case stand_PRIMARY sequence). The weapon will go properly, like this:
http://i.imgur.com/rOARR7e.png

http://i.imgur.com/QmujmxQ.jpg

This is what I've got, after doing the zero technique you mentioned, as long as it sits pretty in his hands, then I'll be a happy bunny.
Yeah the sequence does not coincide with the weapon holding, so you will have to adapt the weapon position a bit. With a bit of moving of the weaponbone, you could have any character hold it properly.
Like I did with scout here.
Improper position upon zeroing: http://i.imgur.com/ZjVSP7e.png
Moved weaponbone a bit manually, set his left hand to hold the rifle properly: http://i.imgur.com/lVi15br.png
Last edited by Detonatress; May 11, 2015 @ 6:01am
Digital May 11, 2015 @ 6:03am 
http://i.imgur.com/eDZ8L0G.png

This is what I've got so far
Last edited by Digital; May 11, 2015 @ 6:20am
Detonatress May 11, 2015 @ 6:22am 
Originally posted by RubberNinja:
http://i.imgur.com/eDZ8L0G.png

This is what I've got so far
That's awesome! Just need to find a way to not have that elbow so weirdly bent.
Last edited by Detonatress; May 11, 2015 @ 6:22am
Digital May 11, 2015 @ 6:23am 
Originally posted by Detonatress:
Originally posted by RubberNinja:
http://i.imgur.com/eDZ8L0G.png

This is what I've got so far
That's awesome!

Thanks, I'm relatively new to SFM, but I'm really enjoying learning about this program, the results are amazing
Detonatress May 11, 2015 @ 6:27am 
Originally posted by RubberNinja:
Originally posted by Detonatress:
That's awesome!

Thanks, I'm relatively new to SFM, but I'm really enjoying learning about this program, the results are amazing
Yeah, also watch SFM tutorials on youtube, you can discover so many things that make stuff easier there. Jimer Lins is one of my favorites.
https://www.youtube.com/user/JimerXLins/videos
And MaxOfS2D
https://www.youtube.com/user/MaxOfS2D/videos

I'm working on a TF2 sfm movie so I run into various things I need to learn along the way. When I find out what I can do to perfect it (or rather improve it, as perfection is quite subjective) from tutorials or other people's SFMs, I return to previously done scenes and edit them to be better than I first made them.
Last edited by Detonatress; May 11, 2015 @ 6:29am
Digital May 11, 2015 @ 6:42am 
Originally posted by Detonatress:
Originally posted by RubberNinja:

Thanks, I'm relatively new to SFM, but I'm really enjoying learning about this program, the results are amazing
Yeah, also watch SFM tutorials on youtube, you can discover so many things that make stuff easier there. Jimer Lins is one of my favorites.
https://www.youtube.com/user/JimerXLins/videos
And MaxOfS2D
https://www.youtube.com/user/MaxOfS2D/videos

I'm working on a TF2 sfm movie so I run into various things I need to learn along the way. When I find out what I can do to perfect it (or rather improve it, as perfection is quite subjective) from tutorials or other people's SFMs, I return to previously done scenes and edit them to be better than I first made them.

Yeah I've been planning on going back and redoing some of my work, But I also want to keep them the same so I can see the my journey of improvement.

I haven't even started animations and movies and such, I'm having too much fun with posters!

http://i.imgur.com/FCDF8bt.png - So far so good

I think I need some work on the lighting... or maybe put something in the background
Detonatress May 11, 2015 @ 7:03am 
I liked the lighting in the 1st one better, it had that Chiaroscuro feel to it. http://www.britannica.com/EBchecked/topic/110261/chiaroscuro

If you want to go the red-green light route, a perfect map for it would be koth_king. The neon signs and such would work well there.
Last edited by Detonatress; May 11, 2015 @ 7:10am
/ // / May 11, 2015 @ 2:11pm 
Use The Default Slider
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Date Posted: May 11, 2015 @ 5:26am
Posts: 22