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Tutorial: Source Filmmaker for intros, posters and other [SFM]
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KITAEC
Posts: 18
Tutorial: Source Filmmaker for intros, posters and other [SFM]
«
on:
May 06, 2016, 03:11:06 PM »
Thereâs a program that can help you make more interesting-looking intros, outros and other stuff - Source Filmmaker. You can download it on Steam for free (click on image above). Iâm no expert with it, but I can guide you through the basics and especially models. I donât know if it will help somebody or not, but I will try. In this tutorial Iâll be talking mostly about models. At some point it was a problem for me, so I thought I should share with you. That way, if youâll be starting out in SFM, it wonât be a big problem for you
For other things like cameras, overlays, effects, slow motion, etc check âMore complex covering of tools and other thingsâ below. Of course, I could do it all myself, but those people know better and talk better. Making a video isnât available for me right now and reading isnât always helps the way it should, so please, check them out.
Before we start, keep in mind these little things:
MODELS
folder is for 3D files of the model
MATERIALS
folder is for 3D modelâs texture files
NOTE: Again, Iâm not a pro, I can make mistakes, sorry
TOMMY VERCETTI MODEL
Now of course, there is people who donât use Tommy as their player model, but Iâll have to explain about it later. There will be a similar process, so itâs easier to focus on Tommy for now.
We already have Tommy model from GMod (made by Voikanaa) with biped rig inside, so all you have to do is download it from here:
DROPBOX
NOTE: you can use GM models too, but you have to purchase and install GM first. Then download models from workshop, go to workshop folder(in GM folder) and you will see them there.
Letâs say you've downloaded SFM (
Important thing
: you should get TF2 as well, so SFM can run properly).
Find your Steam folder and go to
\steamapps\common\SourceFilmmaker\game\usermod
Here we will store our models, maps and other stuff. If you already downloaded Tommy model, extract and open âTommyâ folder. There you will see two folders: âmaterialsâ and âmodelsâ. Usermod folder have same folders. Go to usermodâs materials>models and place âplayerâ folder from Tommyâs materials>models. Do the same thing with usermodâs âmodelsâ and Tommyâs âmodelsâ folder and thatâs it
Just to make sure, open Steam and SFM. This window will pop up:
Select SDK and launch it(or right click SFM to find same âlaunch SDKâ button). Hit File>Load Model and select your model from usermodâs âmodelsâ folder. If thereâs no errors and you can see your Tommy model, you can now close SDK and go to the next step! If thereâs some kind of an error shows up, make sure that you did everything right. Shouldnât be any, but if error appears, ask about it and Iâll try to help.
TEXTURES \ SKIN
As far as I know, thereâs two ways of doing this:
1) Create multiple models
2) Add textures right into the model in SFM
Download this program:
VTFEdit
It allows you to edit VTF(valve texture files). You can also use
VTF plugin for Photoshop
For the first method it goes like this: in âmodels>playerâ folder in usermod, you simply duplicate all six files and renaming them however you like(for instance, rename tommy_vercetti.mdl, tommy_vercetti.phy, etc to tommy23.mdl, tommy23.phy, etc). In the materials folder you duplicate tommyvercetti folder and rename it, too. Enter renamed folder, open tommy_vercetti.VMT file with notepad(I recommend
notepad++
) and rename your folder there as well.
When you done with Tommy's .VMT file, open .VTF with VTF Edit. After this you should press File>Import and select your VC skin .BMP file. Then export it as tommy_vercetti.VTF to your desktop. Go to folder with tommy_vercetti.VTF file and then replace it when the one that you just exported on your desktop. And thatâs pretty much it for the first way. I, for one, have never used second way, but hereâs some tutorials that will help you with it:
Changing Textures Using Material Overrides
How to Apply Multiple Custom Skins
ACTION
Now, when weâre all done with our models, letâs open SFM
When you open it, you will see this window:
Common things like name, directory, framerate, etc. Name your project however you like, set framerate to 30 or leave it at 24(sometimes 24 looks even better if you're using motion blur) and click âcreateâ
To fix
â
NO MAP LOADED!
â
simply right click black screen and select âLoad Mapâ. Unfortunately, I donât have any VC, LC or other GTA location maps, but I believe itâs possible to export them somehow. Or maybe I just couldnât find them. For now letâs just use âstage.bspâ for testing. Write âstageâ in filter box and hit open. If you want to run some tests with the model or with something else(beside maps), stage.bsp may be quite useful. Once itâs loaded, take a look at the
icon, which opens âanimation setâ menu
You can also right click blank area below '+' to enter that same menu. Select âcreate animation set for new modelâ. If you click on âMDL Filesâ or 'All', you will see a bunch of random objects that you can use, animate and decorate with. Scroll down a bit. You will see âplayerâ folder, click on it. Click on model "tommy_vercetti" and open it.
Your model spawns right in front of your camera, so if you donât want it to spawn in the ground like that, move your camera first.
Moving your camera is easy:
Select motion editor(right here:
http://i.imgur.com/4znNry6.png
) and
1) Hold down left mouse button on the main screen and use WASD to move it
2) Z - up, X - down
3) Hold R and left mouse button on the main screen and move your mouse to rotate
4) Scroll up and down stands for FOV
Camera have itâs own settings:
Go back to â+â icon and select âcreate animation set(s) for existing element(s)â. camera1 is there by default, so itâs always there. You can create another camera if you want to. In âSelect Dagâ just select camera1 and hit OK. Now click on camera object in your left panel and you will see itâs settings. Theyâre not hard to understand. Simple things like FOV for zoom; focalDistance is working with aperture, creating depth of field(if you move focalDistance behind your model and adjust aperture to the right, it will blur your background); toneMapScale is useful when youâre using lights; and other options are for more detailed models, which have more complex shading.
Tip: if youâre going to use other models, useful thing might be right clicking on the main screen > render settings. If you want SFM to work faster with them, uncheck ambient occlusion while working. But when it comes to exporting, you should turn them back on.
OTHER VICE CITY NPCs
1) Import one NPC
For this one you should get GMod. After purchasing go to this link and press 'subscribe' to get them:
STEAMCOMMUNITY
(Made by Nightstalker). When finished, go to
Steam\SteamApps\common\GarrysMod\garrysmod\
. There will be the same âmodelsâ and âmaterialsâ folder, where you can find your desirable NPC (or it may be called "workshop" or "addons". I don't have GM and I can tell for sure. You can use search anyway, so I don't think it will be a problem for you to find those two folders). You can use GTA IMG editor or this post on
SPACEEINSTEIN
or
GTAFORUMS
to find the one youâre looking for. Write a name of the ped somewhere and go back to garrysmod folder. Open models>vicecity>npc folder, find your pedâs model files(should be six of them). Then go to
\steamapps\common\SourceFilmmaker\game\usermod\models
and create folder âvicecityâ. Enter this folder and create another folder ânpcâ. Enter npc folder and paste those six files in there. Now do the same thing for the materials folder. Open usermodâs âmaterialsâ and âmaterialsâ from the garrysmod folder. In the usermodâs 'materials>models' create vicecity folder, in vicecity folder then create playermodels folder and copy paste VTF and VMT files from garrysmodâs playermodels folder
2) Import All NPCs
For this method all you have to do is simply copy past whatâs in the garrysmodâs materials and models folders to usermodâs materials and models folders. That way you will have all the peds available for you in SFM.
Now the important thing: rig. Download it from here:
DROPBOX
A guy named
'OMG Theres A Bear In My Oatmeal!'
once made it for me and Iâm very thankful for it! Just drop it into the usermod folder and youâre done. Then, when youâre in SFM and already loaded up your model, right click on it and select âload rig scriptâ. Select "rig_gta.py" from your usermod folder and click OK.
You already know how to replace model texture from Tommyâs section, so I think thatâs it for the models
ANIMATION
Instead of writing, Iâll show you all this with some tutorials, which are more useful than my own information:
1) Valveâs official tutorials:
Full
Episodic
But for the basics I suggest you to use one from âMore complex covering of tools and other thingsâ first, because itâs a very good tutorial. Covers some very useful stuff like rigging, lights and animation.
2) Next one is this:
Pose to pose animation
Itâs already in the episodic playlist, but I decided to highlight it. If youâre all set and want to animate very seriously, watch this tutorial.
But you donât always have to animate like this. I donât know about this much, but it seems that you can use your own body to create animation. You can record yourself with kinects and use it as a mocap animation in SFM.
iPiSoft Mocap Studios Tutorial
MoCap transfer from Ipisoft Studio to SFM
Head, Hands and Fingers Animation
I didnât tried it, but you might have this ability
MORE COMPLEX COVERING OF TOOLS AND OTHER THINGS
Basics
It says âbasicsâ, but thereâs more to it. This is a must watch material for you
Green Screen
Choosing animations
Helpful if you donât want to make an animation
Text to SFM
Camera
Particles 1
Particles 2
Lights 1
Lights 2
Object lock
Scenebuild
Scaling
Slow Motion
Argodaemonâs tutorials
Thereâs much more, but Iâll leave it for you to find. I just wanted to give you some base material, from which you can then proceed to new things yourself. You can also get some DLCs for SFM like 'L4D2 pack'. When you're in your Steam library, click on SFM and you'll see them right away. It may come in handy, because it has game animations, models and props
OTHER
SFM Workshop
GM Workshop
Vice City cars
Vice City bikes
Vice City boats
Vice City weapons
Other GTA models
Single CJ model
I donât know how to get clothes for CJ, sorry. If I will, Iâll update this post. Right now I can only suggest you to wear TF2 clothes on him (if you're really going to do this, use 'object lock' tutorial above)
TRIVIA
It may take a while to get better at this, but when you will, SFM will become a very powerful tool to work with. Iâm not good with it, so itâs a very poor way of animating I did
here
. Iâm sure you can do it a lot better. Just try it out. Itâs looks hard at the beginning, but believe me, itâs really not! You can really push your ideas to the top with it
Special thanks to:
ARS
,
Simon
and to all the creators of tutorials
«
Last Edit: May 14, 2016, 11:33:52 AM by KITAEC
»
Logged
ARS
Veteran Member
Posts: 1223
Natural's the best way.
Re: Tutorial: Source Filmmaker for intros, posters and other [SFM]
«
Reply #1 on:
May 06, 2016, 04:37:34 PM »
1st! Thank you so much for this tutorial, my friend! Everyting is neat, i think all SFM beginners will understand "how to make something". Great job!
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J.Mario
No TV No Radio
Veteran Member
Posts: 867
Re: Tutorial: Source Filmmaker for intros, posters and other [SFM]
«
Reply #2 on:
May 06, 2016, 08:04:24 PM »
Nice stuff! Thanks for making such a detailed statements and tutorials.
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