Source Filmmaker

Source Filmmaker

163 ratings
Add Model via Windows "Open" Dialog
   
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Script
Tags: SFM
File Size
Posted
Updated
2.830 KB
Apr 11, 2020 @ 6:18am
Apr 29, 2020 @ 9:43pm
3 Change Notes ( view )

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Add Model via Windows "Open" Dialog

Description
This script allows you to add a model to your shot via the standard Windows file picker, rather than through the SFM one.

The model still needs to be in a place SFM would normally see it, so you can't just pull loose models from your other hard drive or whatever.

Advantages
  • Really fast if you know what you want, since you don't have to wait for the SFM model list to slowly, painstakingly fill up as it digs up all your mounted models.
  • Lighter on memory (all those models you preview are loaded into memory in the SFM model loader), potentially reducing crashes. Useful if you're working with memory heavy models like the Doom stuff.
  • Won't cause a crash if you have too many models mounted, as the SFM model list sadly tends to do.
  • Can add multiple models to a shot at once - useful for characters or scenes that require multiple models to be locked together.

Disadvantages
  • Can't preview models like you can in the SFM model loader. Which sucks if you want to browse through your 27 different drinking glass models to find the perfect one.

How to Use
Right click on any random animationset (a model, a light, etc.) and run the Rig Script "addmodel_nativewindow".

Updates
Updated by Puxtril, who was kind enough to completely rewrite the script. Thanks so much!

30 April 2020:
  • Fixed and allowed models being loaded from other SFM installations

28 April 2020:
  • Complete rewrite by someone who knows what the heck they're doing.
  • Can now add multiple models to the shot at once.
  • Added models now appear at the location of the animationset the rig script was ran on instead of at the map's 0x0 co-ordinates.

Includes:
sfm\animset\addmodel_nativewindow.py
54 Comments
CODAC Feb 3, 2023 @ 4:13am 
You have my regards
BreakinBenny - Allkeyshop Dec 12, 2022 @ 9:02am 
I'd love for some update that fixes or at least avoids the "IndexError: list index out of range" error
Pluvillion Jul 10, 2022 @ 7:25pm 
Exactly like how MMD does it. Nice.
Joose_2005 Feb 22, 2022 @ 5:03pm 
I'm not sure if this is a bug or not but running the script on a camera makes it so that dragging the "Default" slider, instead of the "rootTransform" bone going to the 0 0 0 coordinates that it's supposed to, it goes to the cameras 'transform' bone from when the script was ran.
mars-5200 Apr 24, 2021 @ 1:38pm 
pretty ez
mars-5200 Apr 24, 2021 @ 1:38pm 
i mean for me the script is the first script that appears on my rig list
6000 ANGRY BEES  [author] Apr 23, 2021 @ 12:12pm 
@Gearhart: Trust me, I tried that, but it doesn't look like you're able to mess with animsets from within mainmenu scripts. Annoying, but them's the breaks.
Clockwork Brain Apr 23, 2021 @ 5:45am 
Why does nobody place these sort of scripts in the sfm\mainmenu\ folder? I see so many utility scripts that aren't related to rigging or constraints, yet are inexplicably placed within the animset folder, forcing me to browse through 3 columns of rig scripts just to find them.
mars-5200 Apr 22, 2021 @ 3:31pm 
this is literally the best thing ever
Clockwork Brain Jan 9, 2021 @ 8:45am 
edit: tried it in a new session; it works fine there.