Garry's Mod

Garry's Mod

Stop Motion Helper
3,767 Comments
dim sum un 16 hours ago 
Holding the middle click button (scroll wheel) on the keyframe and dragging along the timeline copies a single frame and pastes it to the position of your mouse cursor on the timeline. To copy multiple frames, you need to hold the shift button and select the first keyframe and last keyframe in the sequence you want to copy. Then you do the same thing: hold the middle click button on any of the keyframes and drag the mouse along the timeline. Note that any keyframes pasted on top of another will override it
Great mod
seby5008 21 hours ago 
how do i paste copied keyframes? i didnt see it in the tutorial
dim sum un Aug 23 @ 5:38pm 
The command may be mistyped. In the console, type `smh` or `+smh` (w/o quotes), and press your up and down arrow keys to view all the commands. Then you can copy-and-paste them to your bind command
Coinzandcandy Aug 23 @ 3:54pm 
It says all the keybind commands are unknown. What do I do?
seby5008 Aug 21 @ 2:32am 
ok thanks
PenolAkushari  [author] Aug 21 @ 2:26am 
do you use faceposer on these ragdolls before recording them with smh? by default their flexes get set to all 0's, but with tf2 guys some flexes are meant to be set at 0.5, which faceposer will initialize if you select their face beforehand.

disabling faceflex timeline will still keep recorded keyframes on it, so to truly get rid of them you'll need to make 2nd timeline, put faceflex option on it, and delete all keyframes from there (you can use shift + left click on first and last keyframe to select them and all keyframes between them, btw)
seby5008 Aug 21 @ 2:20am 
and its always when i switch from the toolgun to other weapons
seby5008 Aug 21 @ 2:19am 
whenever i playback an animation on a tf2 ragdoll it always makes a weird face and when i turn of the face flexes in the properties it doesnt work, ive also tried to record every keyframe again with the default face but no matter what it still makes the weird face no matter what i do
mdickinson100 Aug 20 @ 8:35am 
thank u
dim sum un Aug 19 @ 5:23pm 
@mdickinson100
Open the console and type “bind <key> smh_record” (without quotes). For example “bind m smh_record”

If you want to see more commands, type “smh_”, and press the Up Arrow or Down Arrow keys to see what’s there
mdickinson100 Aug 19 @ 3:30pm 
how do u do a keybind for record?
PenolAkushari  [author] Aug 19 @ 9:28am 
@༒☬𝓢𝓮𝓷𝓴𝓸☬༒ do you happen to select an entity to load an animation onto? for usual loading, you need to have same stuff present that you used to animate before, then select them and load an animation from the save one by one. there's also spawning, but it doesn't save anything that SMH can't animate, so loading it the usual way would be preferable
dim sum un Aug 19 @ 8:00am 
So assuming you made at least two different keyframes in an animation (e.g. a box moving from one point to point), holding the +smh_playback should move any related entities. Are you also getting any red text in your console when you press the m button?
omar_hp Aug 19 @ 7:53am 
I've tried binding some of my keys for the playback button like this "bind m +smh_playback button but nothing's happened when I press it. This is my first time using smh and I haven't found any good guides.
Hola, tengo un problema y es que cuando guardo la animacion y la quiero poner no me deja, si alguien tiene solucion a eso necesitaria su ayuda porfavor, no puedo animar ya que no puedo cargar lo que guardo
PenolAkushari  [author] Aug 19 @ 5:05am 
strange, it seems like as if something messes up its worldclicker initialization, or worldclicker just not existing for some reason. you're not using any beta branch either? and did you happen to try it without addons enabled? you can disable them without unsubscribing through addons menu in the main menu, btw
mdickinson100 Aug 19 @ 4:51am 
ye ive even tried gm_construct
PenolAkushari  [author] Aug 19 @ 12:36am 
does it happen consistently on any map, or some specific one? does it also happen without having other addons enabled? that would be good for me to know as i can't reproduce this issue
mdickinson100 Aug 18 @ 4:57pm 
its saying theres a problem this is it [Stop Motion Helper] lua/smh/client/ui.lua:418: attempt to index upvalue 'WorldClicker' (a nil value)
1. Close - lua/smh/client/ui.lua:418
2. CloseMenu - lua/smh/client/controller.lua:186
3. unknown - lua/smh/client/concommands.lua:6
4. unknown - lua/includes/modules/concommand.lua:54
DOOMLAD9000 Aug 18 @ 1:27pm 
Thx a bunch! :steamhappy:
PenolAkushari  [author] Aug 18 @ 1:25pm 
inside garry's mod, in this path - garrysmod\data\smh
DOOMLAD9000 Aug 18 @ 1:24pm 
Hey does anyone know where the animation files are saved? I plan on getting a new pc and want to backup my saved anims.
Mr. Square Aug 17 @ 1:26pm 
that sounded alot more better in my head
Mr. Square Aug 17 @ 1:26pm 
i would marry this addon if i could
HomeDuleyHome Aug 14 @ 8:09am 
you can make fnf spirtes in gmod
GMod Trash Collection Aug 10 @ 9:24pm 
I can't wait to make a scene from final destination blood lines in waste disposal!
CUMquest Aug 10 @ 9:55am 
wich was the mod for the bones that was used in the video?
Press Start Jul 29 @ 9:02pm 
Ragdoll For some a SM64 Machinima idea, But I back to the game and seems back working (i don't know how too)
But thanks for the help any way c:
dim sum un Jul 29 @ 5:37pm 
The errors are related to model scale. For a workaround, go to the Properties menu, located in the SMH menu on the bottom right between "Record" and "Save." Where you see the timelines, open any of them, and select the "Model scale" checkbox.
What type of entity (ragdoll, physics prop, etc.) are you animating? I think I've come across this error consistently before, but I haven't looked into it until now
Press Start Jul 29 @ 5:16pm 
Yo
having some Lua problems
I am damn noob in this game
someone can help?

[Stop Motion Helper] lua/includes/util.lua:300: attempt to perform arithmetic on local 'to' (a nil value)
1. LerpLinear - lua/includes/util.lua:300
2. LoadBetween - lua/smh/modifiers/modelscale.lua:23
3. SetFrame - lua/smh/server/playback_manager.lua:66
4. func - lua/smh/server/controller.lua:50
5. unknown - lua/includes/extensions/net.lua:34

[Stop Motion Helper] lua/includes/util.lua:300: attempt to perform arithmetic on local 'to' (a nil value)
1. LerpLinear - lua/includes/util.lua:300
2. LoadBetween - lua/smh/modifiers/modelscale.lua:23
3. SetFrame - lua/smh/server/playback_manager.lua:66
4. v - lua/smh/server/playback_manager.lua:129
5. unknown - lua/includes/modules/hook.lua:102
Deadmancer Jul 29 @ 10:22am 
yeah Im blind lol I saw the localize phy bones option in the menu and my brain just fused the two together thank you
PenolAkushari  [author] Jul 29 @ 9:54am 
do you happen to have "don't animate physbones" checked in the settings
Deadmancer Jul 29 @ 9:52am 
All of a sudden the mod flat out doesn't animate ragdolls anymore. I was posing a model I went to change the frames and recorded and i went to playback the motion by scrolling through the timeline but the model didn't move at all and I've tried to actually play the motion but again nothing. I've changed maps, I've tried using props; and those were fine, I've restarted my computer, but its doesn't work anymore and its just ragdolls that don't move. I'm wondering is there a fix i can do on my end or is it just over cause there's a project i was making and i really wanted to continue it.
dim sum un Jul 29 @ 6:49am 
Having the menu open (either by holding the button or toggling it open from console by typing +smh_menu in console) blocks keybinds. Keybinds only work when the menu is closed. There's not really anything that can be done about it now
sadie! <3 Jul 28 @ 9:33pm 
For whatever reason my binds like f1 as record dont function while I have the menu held open
Agent F. King Jul 28 @ 8:26pm 
make it have you can animated separated parts of the Ragdoll
Mr Man Jul 27 @ 9:28am 
[Stop Motion Helper] lua/smh/modifiers/modelscale.lua:18: bad argument #1 to 'SetModelScale' (number expected, got nil)
1. SetModelScale - [C]:-1
2. Load - lua/smh/modifiers/modelscale.lua:18
3. LoadGhost - lua/smh/modifiers/modelscale.lua:10
4. SetGhostFrame - lua/smh/server/ghosts_manager.lua:54
5. UpdateState - lua/smh/server/ghosts_manager.lua:154
6. func - lua/smh/server/controller.lua:51
7. unknown - lua/includes/extensions/net.lua:34
Jimmy Jul 26 @ 6:01am 
At this point the only thing i can still think of is making it possible to animate bonemerged props.

thats the one way i can imagine you could still improve this.
PenolAkushari  [author] Jul 22 @ 11:02am 
are you loading it on the proper entities? you have to load it on the same models you used before, unless you were using some sort of tf2 physics override addons and those suddenly disappeared, which can mess up the bone orders and confuse smh which may lead to errors like this
PyrosKZ Jul 22 @ 10:59am 
I had animated a scene and after starting the same map and loading my save it only shows 2 frames and here is the error that is showing;

[Stop Motion Helper] lua/smh/modifiers/bones.lua:48: attempt to index local 'd' (a nil value)
1. Load - lua/smh/modifiers/bones.lua:48
2. SetFrame - lua/smh/server/playback_manager.lua:62
3. StartPlayback - lua/smh/server/playback_manager.lua:110
4. func - lua/smh/server/controller.lua:160
5. unknown - lua/includes/extensions/net.lua:34
thank you so much i can now learn how to animate for videos!
Guardsman Jerry Jul 18 @ 11:32am 
I had edited it so uhhh thank you dim sum un :)
dim sum un Jul 17 @ 6:27pm 
As in you cannot find the ~ key, or the ability to open the console with ~ hasn't been bound? It should be below your Esc key or next to the "1" key. Once you find it, you can just press it in the main menu or in any GMod game, and it should open up. If you do not have the ~ key, you can go to your Keyboard settings, scroll all the way down, and find the option that says "Toggle developer console": click that and click "Edit key" to set it to whatever key that you wish to open the developer console
Guardsman Jerry Jul 17 @ 6:18pm 
I don't have the ~ keybind (I typed it bc I copied it off the comment from dim sum un)
dim sum un Jul 17 @ 6:00pm 
See here . While the Advanced keyboard settings were removed from the game, the developer console keybind is always enabled by default: just need to press the `/~ button
Guardsman Jerry Jul 17 @ 5:02pm 
It doesn't say the 'advanced keyboard' when I have it, how do I get it?
darkskull Jul 12 @ 5:43pm 
bind b +smh_menu bind n +smh_playback
Clyde Fox Jul 11 @ 10:49pm 
yeah no this mod doesnt work as of march 2025, hasnt worked since. yes ive tried disabling/uninstalling all other addons but nope, this mod is completely broken now.

im waiting for a fixed version to be uploaded, or this one to be updated.
dim sum un Jul 11 @ 8:13am 
So far, there are a few Github forks of Stop Motion Helper (SMH) that have this implemented:

- This fork [github.com], made by smg4tech, implements an audio track feature into SMH. Many of the forks bulleted below use this fork.
- This one fork [github.com] simply merges the audio fork above with an 8-month-year-old version of SMH (on Github, not workshop)
- This fork [github.com] (made by me) has the same audio feature too, plus waveforms to allow one to see the peaks of an audio clip over time. While unofficial, I also keep this up-to-date when possible

There isn't a definite timeline as to when an audio track feature would be implemented into the workshop. If you're interested in the unofficial "bleeding edge" of SMH, I'd suggest trying one of these out