I get this problem with stock tf2 sounds, I guess I have to edit them in Audacity?
Anyway, I started a new session yet I'm getting major framerate issues for some reason. Progressive Refinement is off yet SFM can barely work.
I get this problem with stock tf2 sounds, I guess I have to edit them in Audacity?
Anyway, I started a new session yet I'm getting major framerate issues for some reason. Progressive Refinement is off yet SFM can barely work.
For the audio that isn't playing guys, make sure the frequency is set to 44100 Hz.
Also, speaking of, I was wondering if there is way I can slowly fade in to a sound clip as it slowly played and gained speed as it played. Would I have to do this manually in audacity?
I have been making animation sets for new models, the character model, then assigning a run sequence to them (the valve video tutorial teaches you how). Then when you want him to stop, just select where you want it to happen in the motion editor and assign an idle sequence to him.
Is there any way to export to Youtube if you have 2 Step verification in your Google Account settings? I had to turn it off for it to export and I'd rather not have to do that each time.
Is there anyway to jump the scene camera to the work camera?
You'd have to do it manually.
You could add the clip to a track and then slow its timescale down, though I don't think you can alter timescale across a clip.
Total SFM noob here, just installed.
How do I run SFM? I get some stupid "This game is unavailable" error when I load it. Does a source game have to be running? Does said game have to be TF2?
For the Graph Editor and puppeteering, I'm on Shot 1 and trying to edit, yet it places the play marker bar thing over the name of the bones and 'position x' and 'position y' where 0 is. How can I fix that if possible?
Try exiting steam and going back in.
A source game does not need to be running. I reccomend just running SFM due to how much memory it takes.
Tried that, even tried deleting Clientregistry.blob, and that just made it so steam couldn't even open so I undo'd that.
You think you can get Source Mod in SFM?
Why would you even...
I think I found my problem... Validated files... 246 files failed to validate. Hmm.
Edited:
Redownloaded SFM... Still not working. Any help anyone?
people did it all the time for the 07 version. its for certain commands. I cant see how practical it'd be now.
Has anyone had trouble with rigs not working? I'm following the tutorial, using the wheelbarrow pyro, right clicking its animation set editor entry, rig, rig_biped_simple. Nothing happens.
Is there a way to activate and deactivate body groups for models that have them in SFM?
What the hell is this thing that looks like a texture stretched at the bottom of my viewport and how do i remove it?
Edited:
Weather mod and other stuff. I know i could probably just use particles.
I know it was posted somewhere, but where do I put custom content?
-snip first part, wasn't actually scout's-
So, I have another question: When all of the timeline is selected, animation of a model will not carry over into the next clip if it's been bladed, right? I'm still trying to figure the most lenient way to tackle it.
anyone?
usermod/models
usermod/sounds
usermod/materials
Couldn't make the rocket launcher disappear during the final taunt, even after I added an animation set to it. It had the animation "dots" visible on screen, but it just refused to move itself when I moved it. Help anyone?
Yes I did have all time selected
Also, about the graph editor animating, I'm supposed to do keyframe -> move to destination -> make changes -> keyframe again? I was using the normal time selection thingy because the graph editor was a bit beyond me..
Thanks man! May I suggest that you put that info in the op?
it already is in the op
it just explains the sounds though, but from that it was clear that the directory was usermod
I found the reason for the viewport stretching the bottom part of the map.
At least I think I did. I had a full bright map, it did it to it, then i added a light source to the map in Hammer Editor and reloaded the map and its gone now. So that might be it, it might of just been a momentary bug, IDK.
up in the top corner, go to windows > layout > default. that should bring everything back (i think)
I'm not sure what you mean. I made a shot with an animation (from that menu where you can add animations to the class models, such as RUN_PRIMARY), and bladed it twice to do a temporary closeup and it worked fine. I suppose this is because sfm takes all the data of the animation and applies it to the motion, for instance in the graph editor you can change parts of it.
However, I did not try this with a sequence.
I knew those existed, Right now I am watching the lipsync video, and it works! Hurrah SFM is awesome now.
When you cut an already finished animation, of course it'll still keep everything in it. At least, I think it does.
Say I have a clip
[----]
I set a model up at the start of said clip, and once that's done, I go to the middle of the clip and blade it
[--][--]
If I try to go back to the first clip and start animating the model, once I get to the second clip, it won't carry over; the model will return to it's normal state as it had been placed.
Though, now that I think of it, I wonder if selecting both clips before animating it will cause it to carry over while the motion editing is taking place.
Guess I'll ask this here since it seems like it might get more attention.
Anyone know how to unlock the options in the element viewer? It shows me all the settings and values, but they're all grayed out. I'd like to be able to use the color picker inside of it for lights, rather that mess around with individual RGB sliders like a damn idiot.
I made a simple custom map using Dota 2 content and I have a problem now.
When I create an animation set for light this happens:
Without set:
My mapping experience is quite poor and I have no idea what I've done wrong. Could anybody help me?
Can anyone help me with this, Is it a faulty install?
pretty sure it's because you're using Windows XP.
I'm not sure if this was answered before, but how do I get rid of seams when I try to render resolution bigger than my monitor's? I don't want it ending up like this
I just heard of animating with "IK Rigs". What is that and how does it work?
To use IK rigs you right click on your character and select a rig. There is one that Valve left for us called rig_biped_simple.
It makes working with realistic animation creation a hell of a lot easier
you really have to mess around with it to know what it truly does, but basically makes it so sometimes when you move a joint others move with it it realistic way (like if i move a hand on a t-posed body towards the body the elbow will bend)
How do you hide specific parts of a model, for example the Medic's backback or the Spy's cigarette?