Source Filmmaker

Source Filmmaker

Where are the HL2 animation sequences stored - DMX flies
recently I have found communities who make custom DMX animation sequences for models. And I have learnd how to import those animation sequences for a model into a scene in SFM.

now I'm trying to find the folder that contains animations for previous games like TF2 and HL2 - I'd like to see if it is possible to use these sequences on Garry's Mod models in SFM. I would love to know where these sequences are located.

Best Wishes,
Nathan
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Showing 1-10 of 10 comments
raptornx01 Sep 1, 2013 @ 11:51am 
Usually they are stored in the models themselves. or in animation models with a separate file with a .ani extension. custom animations are dmx files
warmcanofcoke Sep 1, 2013 @ 12:23pm 
ah - thankyou - i'm sure i will have aditional questions but i will experiment with this new information. (making sure to back up my files first before I do anything.)
warmcanofcoke Sep 1, 2013 @ 12:54pm 
ok I see that a lot of the .ani (Animated Cursor) files have coresponding .mdl (model) files - My question can you copy say "female_gestures.ani" and place that into say the user mod folder and manipulate models you may have downloaded from Garry's Mod as long as they have the same bone hirearchy? or would more adustments need to be made? Say with a Nemesis tools or some such?
raptornx01 Sep 1, 2013 @ 1:40pm 
well you can use this to gove one character animations from another.

http://www.youtube.com/watch?v=6W2PamTlSYQ
warmcanofcoke Sep 1, 2013 @ 1:48pm 
yes I have seen this before it is a great tuturial - I'm trying to find away to get new models to have a pulldown menus of animations.
warmcanofcoke Sep 1, 2013 @ 1:55pm 
here at 4:04 Batman has all the animations from HL2 http://youtu.be/zgmR67mJuLM
raptornx01 Sep 1, 2013 @ 2:15pm 
That, honestly, I'm not sure of, I THINK it has to be done in the qc file (the text file that has all the instructions for the model) before the model is compiled.
warmcanofcoke Sep 1, 2013 @ 4:19pm 
so I should look for a tuturial to decompile a model edit the QC and then recompile the model? .... I supose it can be done.....
Last edited by warmcanofcoke; Sep 1, 2013 @ 4:19pm
R234 Sep 1, 2013 @ 10:32pm 
The model also has to have the same bone structure, bone names and general body shape. Far as I know anyway, not very familiar with model decompiling either.
Pte Jack Sep 2, 2013 @ 9:22am 
The animation sequences are stored in an animation .mdl or .vta file. They are not accessible via SFM. when a character model is build, the animations calls are included into the character model file via the .qc file. Now, with the new dmx format that is changing a bit. You can try to bring the dmx animations into a loaded model, however if the model is not structured the same as the model the dmx was created with, then there are going to be glitches in the animation. Also, if the bones are not named exactly the same as the model used to make the animation dmx, the animations will fail.
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Date Posted: Sep 1, 2013 @ 10:25am
Posts: 10