Source Filmmaker

Source Filmmaker

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Shantae [Rafaknight]
 
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Model
Models: Character
Tags: Sfm
File Size
Posted
Updated
96.738 MB
Sep 13, 2017 @ 8:09pm
Oct 4, 2017 @ 8:04pm
12 Change Notes ( view )

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Shantae [Rafaknight]

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Description
GMOD VERSION

Rafaknight's custom Shantae model, ported specially for Source.

The model has gone through extensive modification to work as well as possible in the engine.
A huge range of features are available to be utilized.

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IK Rig:
https://www.dropbox.com/s/oscctyox1f789wh/rig_shantae.py?dl=1

Control Groups:
https://www.dropbox.com/s/wreizx2q8eom2r9/sfm_defaultanimationgroups.txt?dl=1

All of my models now use the same control groups file, just use the one from whatever my latest release is.

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Main features:

-Extensive range of HWM-ish (limited dominators) facial flexes, and optional tongue/eyebrow bones
-Completely reworked rigging, fine-tuned for Source Engine
-Extensive amounts of jigglebones that react naturally to gravity and mostly respect collision
-Jiggle manipulator bones for many jigglebones to manually assist the pose without baking procedural bones
-Many bodygroups to toggle various pieces of her outfit on and off
-Procedural bones set for the wrist helper to automatically twist the wrist when the hand twists
-Premade poses for the eyes, hands, and hair, phoneme presets are also included

Extra Features:
-Her Bikini outfit can be enabled with the bikini_toggle bodygroup, disable the pants when using
-Bikini is fully paintable, can be colored with the color script
-Use the hair_flip bodygroup to flip the direction of her hair to mimic her 2D appearence from any angle
-Bodygroups for her vest and tiara jewel, created just for this submission
-2 included idle animations that can be loaded

Subdivisible Ponytail Model: (subd_shantae_ponytail.mdl)

Use the ponytail bodygroup on the main model to disable it, then lock the ponytail_root bone of the subd model to the main model. Jiggles will still work normally as long as you only lock the root bone.

mat_tessellationlevel 2 should be set by default, anything higher than 3 is overkill.

Skin Groups:
1 - Default, Translucent Pants
2 - Default, Opaque Pants
3 - Gold cuffs, Translucent Pants
4 - Gold cuffs, Opaque Pants

-------------NOTE FROM RAFA:-------------------------------------------------------------------------

This model can be used freely on the internet, so no need to ask for permission if you want to use it in something.

The only thing that I ask, if possible, is for you to put my name / patreon link in the description if you port or upload it somewhere else. Because with more support, I can make more models to be used freely.

Thanks!

~ RafaKnight

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If you like this model, please check out Rafa's other fantastic works, you can follow her on her tumblr blog for updates, and she offers exclusive artwork and model downloads for her patreon supporters.

Blog: http://rafaknight-rk.tumblr.com/
DeviantArt: https://elesis-knight.deviantart.com/
Patreon: https://www.patreon.com/rafaknight

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Credits:
Rafaknight: Model/Textures/Rig
Taco: Source Conversion
JBoehmGames: Bikini and Vest Models, Additional Help

Special thanks to Dilly for the last promo pic, Hyperchaotix for the Softsilver cubemap, and Rantis for helping me with $subd

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CONTENTS:
rafaknight\shantae.mdl
rafaknight\subd_shantae_ponytail.mdl
< >
105 Comments
Littlefoot Jun 5 @ 6:21am 
This is without doubt the best Shantae model i've seen so far. It looks fairly accurate to heir appearance in the games and doesn't have that "uncanny valley" feeling that many of the earlier models.

Rafaknight has shown he's more than capable if you ask me.
Nuum Jun 1 @ 12:32am 
What map was the bikini pic taken on? :0
Taco  [author] Apr 17 @ 4:52pm 
scripts/sfm/animset/
SoupCanMafia Apr 16 @ 10:59pm 
Where do I place the py file? I placed it with the physical model files for safekeeping purposes.
Taco  [author] Feb 10 @ 4:48pm 
They arent baked in so they are determined by lighting, unfortunately source isnt very good about keeping them in believable places, you may want to edit the texture or paint them in in photoshop if you are rendering a picture
Hilda W Feb 10 @ 12:40pm 
How do I enable the eye highlights as seen in some of the images?
Taco  [author] Jan 24 @ 9:51pm 
Sure thing, and yeah the DMX documentation is lackluster
Marco Skoll Jan 24 @ 7:13pm 
Well darn - that's deceptively simple. (And irritatingly poorly documented!)

Many thanks, that's really useful to know.
Taco  [author] Jan 24 @ 6:54pm 
You only have one controller specified, as long as the flex name is in the exported DMX it will merge it, the solution is to simply not apply controllers to the additional DMX files and let them be handled all from the primary DMX
Marco Skoll Jan 24 @ 6:36pm 
If you don't mind my asking, how did you get one flex controller to work across multiple bodygroups? (e.g. the breasts slider, which controls the fit of her top as well).

When I've tried naming the flexes the same (even using the same ID for them in the DMX controllers), I get multiple flexes in Model Viewer (only one of which works, but that one *is* merged), and then only one in SFM itself (which usually doesn't work).

There's a lot of times when it'd be really useful to be able to have a flex control multiple bodygroups.