*IF your scout doesn't move/runs in place* Choose "Pose Params Drive Root" instead of "Don't Generate Root Motion". I had the same problem and this fixed it.
Jocel Pacana if you haven't found it yet. You go to import/sequence. Select his primary run and set him to where you want him to move but before you click open, you will see a box that says "don't generate root motion" under the move_x and move_y boxes. Click it and go to "pose params drive root"
Yeah I agree. It's actually quite amazing how they managed to make something so flexible, yet it's relatively simple (compared to other 3D animation tools). Valve really is awesome for giving SFM for free.
Right click on the scout in the Animation Set Editor and click on the Set Skin Button, then you can click on 1 to set it to Blue. 2 and 3 are used for ubercharge, and 4 is blue but with blood splatters on him
For people that don't want a red scout running through, just right-click on your scout in the Animation Set Editor, select 'Set Skin' and choose either #1 (normal blue), #3 (uber'ed blue), or #4 (bloodied blue).
Before you import the scout, right-click the the time area and select "Select all Time" leaving it green before you import. Otherwise it will think you are importing for that shred of a second.
+CircuitMembrane I got lost here months ago too. I understand it by watching it again now. Basically it's first click and hold the manipulator (no matter the one with arrows, circles or a big yellow circle), then hit space (play) without releasing your mouse, and move the manipulator with your mouse as you desire. After that hit space to stop the video and release the mouse, and you will find the way you move the object's manipulator is "recorded" into the video. I thought this feature is amazingly powerful.
+CircuitMembrane It's never easy even with official tutorials like this. The previous sessions for basics are important for this one too, about time selection and editing in motion editor. Good luck then. I found myself super happy and "powerful" after learning these techs.
I can agree with this. I honestly have no previous experience with animation, but I'm not complaining. I mean seriously, EVERYthing that you do with computers has to be programmed, but the thing is that most people never realize how tedious that can be. Animation I spose it probably one of the closer things to it, because it takes time, patience and trial and error. But hey, I'm here to learn because I've been so inspired by the SFM videos I've seen, and I hope to make quality stuff like it. :D
At 4:46 He says use paste but instead he clicks reveal. I was like WTF!@!!! $iR@ Spent like 30 mins and a good part of my bud trying to figure that part out.
Question: To make a detailed shot, such for example if I wanted the scout to move his arm and head to point a gun, would I do one (I.E make his head turn) and then go back the point I did that and moved his arm?
I tried the first step: make a scout, and then move him with the screen manipulator, but instead of just moving the scout, it creates an animation. How do I disable the animation?
okay, so i went back and watched the 4th video on manipulation. you have to select ALL TIME to manipulate objects or it will make an animation in the time you have selected. so in order to manipulate objects you need to drag both ends of the time selected to select infinite time, or right click on your selection and click "select all time", or you can just press ctrl+a
If anyone is not generating motion after selecting the scout sequence change the option next to default from "don't generate root motion" to "pose params drive root"
Just do what I do, take notes. Makes it easier to go back to things you're confused about without having to constantly open these videos, and they're your notes, so (hopefully) you wrote them down in a way that you'll understand. Also, writing it down will help kinda slow down the pace he's going at, and in turn might help you understand what he's talking about. The past 3 videos, when I first watched them, I was drooling with confusion. Now, on my second watch, I understand everything so far.
If you want the scout that runs by to be blue instead of red right click "scout1" in the animation set editor, go down to select skin, and change it from 0 - 1. This way the scouts color stays consistent
Oviously, if you have some experience in 3D, it is a whole lot easier to understand. But hey, film making needs skills, especially when 3D animations are the main source of footage !
the manipulator is the orange circle. when its used one the pyros head (the bip) you can manipulate it. so you hold down the left click in the manipulator moving it and click the space bar ONCE, to play the click...while its playing (still holding down your left click in the manipulator) move it so it records your actions while playing through. I dont know how else to explain it.
Right, I have followed this tutorial, an overall I am impressed. But I found the finished product to be lacking (the finished vid). I wish to know complex animation techniques, like subtle finger movements, and smooth head movements. Pupperteering doesn't seem to offer smooth animations. So how do I get it? Thanks!
I had this issue too. I *think* that what solved it was selecting all the time in the motion editor (so the entire timeline appears green). At least, that was the last thing I did before it finally worked.
Every time I try to move the scout around, it get's converted into a motion. I just want to place him, but it turns into a scout hovering off to the place I want.
Not for me. I find After Effects, C4D and pretty much all timeline based programs / 3d software easier than this. Each shot has it's own time? Seriously?!
So I tried to do this to pose a character as if they were holding a weapon with no movement, but the character just stands there in the same positions he was in before, what am I doing wrong?
go into motion editor (hit TAB as the hotkey) then go into your viewport window and hold down CRTL and inbetween the model's legs should be a dot, click it and you should be able to manipulate the entire model
Hmm, is there a way to manipulate the scout model so that it does not run in a straight line and rather in an pattern or along a dirt road if so to speak?
Yes...after 4, everything went jargen and hotkeys. So many hotkeys. I love using them myself, but I like to learn them for myself, not be forced to know them for the most specific operations.
potentially, yes. the problem would be importing the strider's firing effects, but that shouldn't be much too difficult, if it is more than drag and drop. so, sure: import the dog v strider scene and replace dog with heavy :D
the motion path is determed by preset values, simple select all of time and try rotating it, as you'll notice the path moves with it, now if you move or rotate it with only a part of time selected you will see the motion path bend as such, remember, it will always go whever the scout is facing forward at that moment in time
"hold the shift modifier to move the scout around the world"? Does he mean shift key? And if so, my scouts feet go through the ground but not above his ankle....?
it's possible, but it takes more work than just drag and drop, you have to convert the models and textures to the SFM model format, or you'll get errors
I had this same problem and in the motion editor, I right clicked and chose "Select all time". Instead of only having the time from that clip selected.
yeah, it's sad that when it comes down to it people will have watched all of these but not be able to remember anything but the simplest bits & peices, and in the end will have to slowly re-watch them one-by-one and fuck around with the program in between until they have most of it memorized.
Honestly, this is the hardest part of the whole thing; so hard in fact, I just disregarded half the tutorial and tried to do it my style, and that ended up being a little more freeform.
How to make the model stop moving? Do I need to go to a new scene or like some option I'm unaware of? I need the character to walk to a point then stop so I can animate from there.
I aimed my rockets off, and the second one, the one for the shot where it "hits" the camera, is too low. What should I do in this case besides starting all over? Seems like I'd have to in order to record a new Soldier shooting rockets without screwing up the timing of everything else.
Very great program, but im going to need more in depth detail on pupppeteering I just don't get it at all its extremely hard to make a movement like a waving hand
Well, different people learn differently. Personally I seem to learn stuff by experience, so this looks very difficult and complicated at first sight. However I'm sure if I give it a go I'll start to get the hang of it. It's just that right now I'm up to my neck in other stuff I want to do so I don't really have the chance to go full out and spend time getting used to SFM. I'm just watching the videos and following steps, so that when I eventually start using it I'm not completely lost.
It can often been seen in it's natural environment: the area in front of the television. This species is is very dangerous in some situations. There are even parents who lost there lives in an attempt to take his precious gaming device away from him. The fanboy makes sure nothing ever happens to it. Yet there's a rear footage of a COD fanboy destroying his own precious due to the rage quit. Alot of mysteries like this extreme natural behavior, will maybe never solved.
*IF your scout doesn't move/runs in place*
Choose "Pose Params Drive Root" instead of "Don't Generate Root Motion". I had the same problem and this fixed it.
Bluecore where?
OMG THANKS SO MUCH
thx! I saw the reply you had.
Jocel Pacana if you haven't found it yet. You go to import/sequence. Select his primary run and set him to where you want him to move but before you click open, you will see a box that says "don't generate root motion" under the move_x and move_y boxes. Click it and go to "pose params drive root"
still not going anywhere...
well I may not completely understand this, but I now understand how much time consumption and effort SFM animators put up with.
Yeah I agree. It's actually quite amazing how they managed to make something so flexible, yet it's relatively simple (compared to other 3D animation tools). Valve really is awesome for giving SFM for free.
besides the bugs oh god the bugs
And don't forget! Hit CTRL+S to save your work.
Aidiakapi LOL YEAH RIGHT!
I love that by this people will hopefully appreciate how much really goes into even animating a single movement
watches 5 hours of tutorial
only remembers how to save
So true. XD
I know how to move the camera too
@@richardai1894 Lucky you.
"Fantastic. This was a complete waste of my time."
press control s to save this comment
Continuity: the scout should be blue.
That bugged me so much
Right click on the scout in the Animation Set Editor and click on the Set Skin Button, then you can click on 1 to set it to Blue.
2 and 3 are used for ubercharge, and 4 is blue but with blood splatters on him
Thanks so much for these tutorials; they help enormously! You guys are great!
For people that don't want a red scout running through, just right-click on your scout in the Animation Set Editor, select 'Set Skin' and choose either #1 (normal blue), #3 (uber'ed blue), or #4 (bloodied blue).
Before you import the scout, right-click the the time area and select "Select all Time" leaving it green before you import. Otherwise it will think you are importing for that shred of a second.
oh my god thank you so so much.
❤
Words cannot express how excited I am for this program.
did it meet the hype
@@itsmeyourdad3021it did but it takes effort and lots of time to learn
Well this is where they officially lost me.
CircuitMembrane same...
+CircuitMembrane I got lost here months ago too. I understand it by watching it again now. Basically it's first click and hold the manipulator (no matter the one with arrows, circles or a big yellow circle), then hit space (play) without releasing your mouse, and move the manipulator with your mouse as you desire. After that hit space to stop the video and release the mouse, and you will find the way you move the object's manipulator is "recorded" into the video.
I thought this feature is amazingly powerful.
Freeman Overwhelmed I might try it again actually, but it will be the third time I try to go through this tutorial playlist
+CircuitMembrane It's never easy even with official tutorials like this. The previous sessions for basics are important for this one too, about time selection and editing in motion editor.
Good luck then. I found myself super happy and "powerful" after learning these techs.
Freeman Overwhelmed Thanks haha, I look forward to that feeling
I can agree with this. I honestly have no previous experience with animation, but I'm not complaining. I mean seriously, EVERYthing that you do with computers has to be programmed, but the thing is that most people never realize how tedious that can be. Animation I spose it probably one of the closer things to it, because it takes time, patience and trial and error. But hey, I'm here to learn because I've been so inspired by the SFM videos I've seen, and I hope to make quality stuff like it. :D
I now have a large amount of sympathy for puppeteers.
This is how I animate all my stuff! It's LOADS of fun! And the animation looks realistic!
At 4:46 He says use paste but instead he clicks reveal. I was like WTF!@!!! $iR@
Spent like 30 mins and a good part of my bud trying to figure that part out.
HAHA true
Every game needs this... and I really want one of those beta keys! This looks like 3 programs I already use rolled into one! :D
Question: To make a detailed shot, such for example if I wanted the scout to move his arm and head to point a gun, would I do one (I.E make his head turn) and then go back the point I did that and moved his arm?
I tried the first step: make a scout, and then move him with the screen manipulator, but instead of just moving the scout, it creates an animation.
How do I disable the animation?
I wish I could be that one person to fulfill your hopes, but I really don't know, and the reply section was empty. Sorry for wasting your time.
@@TomEyeTheSFMguy seven years later and im having this exact problem
okay, so i went back and watched the 4th video on manipulation. you have to select ALL TIME to manipulate objects or it will make an animation in the time you have selected. so in order to manipulate objects you need to drag both ends of the time selected to select infinite time, or right click on your selection and click "select all time", or you can just press ctrl+a
@@tinybabyman9453 thank you so much you just saved me so much time and pain
@@tinybabyman9453 You're my hero!
day 142 : still not understanding
day 400000000000000000000000000000 still not knowing how to sticy jump
Understand yet?
@@corkie679 I think no
Now thank you Valve, now finaly i understand all whaat i need!
If anyone is not generating motion after selecting the scout sequence change the option next to default from "don't generate root motion" to "pose params drive root"
OMG, look at the curves! All I want is to make scout fall down and now I have to do it by mouse. *Flip the table*
Just do what I do, take notes. Makes it easier to go back to things you're confused about without having to constantly open these videos, and they're your notes, so (hopefully) you wrote them down in a way that you'll understand. Also, writing it down will help kinda slow down the pace he's going at, and in turn might help you understand what he's talking about. The past 3 videos, when I first watched them, I was drooling with confusion. Now, on my second watch, I understand everything so far.
If you want the scout that runs by to be blue instead of red right click "scout1" in the animation set editor, go down to select skin, and change it from 0 - 1. This way the scouts color stays consistent
Oviously, if you have some experience in 3D, it is a whole lot easier to understand. But hey, film making needs skills, especially when 3D animations are the main source of footage !
Hey just been tinkering and figured it out what u do is select the scout got to motion editor and select All the time ( Ctrl + A ) then try move him
the manipulator is the orange circle. when its used one the pyros head (the bip) you can manipulate it. so you hold down the left click in the manipulator moving it and click the space bar ONCE, to play the click...while its playing (still holding down your left click in the manipulator) move it so it records your actions while playing through. I dont know how else to explain it.
im going to use this as a primare 3d program lol. ITS AWESOME!
You have to go into the motion editor, deselect the time frame, and press ctrl+a.
Life saver 9 years later man thank you
and the pivot handle is kinda givin me a hard time, is there a way to work with it while its not on the screen. Just to puppeteer easily
Me too!!! Which is exactly why I watched this video on RUclips instead of the Source Filmmaker website, so i could see the user comments :)
Right, I have followed this tutorial, an overall I am impressed. But I found the finished product to be lacking (the finished vid). I wish to know complex animation techniques, like subtle finger movements, and smooth head movements. Pupperteering doesn't seem to offer smooth animations. So how do I get it? Thanks!
I had this issue too. I *think* that what solved it was selecting all the time in the motion editor (so the entire timeline appears green). At least, that was the last thing I did before it finally worked.
This tutorial does my head in
Difficult to master, but super effective.
Just like Valve.
Agreed, it requires patience. AKA, something I don't have.
That is something that we will just have to learn the hard way.
I don't know how its going to be possible to animate something difficult from scratch. Is there a way to make movements each frame?
Can we control and manipulate key frame Animation on top of those game play Animations???
The first few tutorials i was thinking "yeah i'll be able to use this" then i was like "Whaaaaaaaaaaaaaaaa?????"
me AF. I am taking notes for the whole video and I have no idea WTF i am writing down
Every time I try to move the scout around, it get's converted into a motion. I just want to place him, but it turns into a scout hovering off to the place I want.
is so cool
why did they made this program so damn hard to learn?
Dude, this tool is infinitely easier to learn than most other 3D animation software out there.
Not for me. I find After Effects, C4D and pretty much all timeline based programs / 3d software easier than this. Each shot has it's own time? Seriously?!
Who said it was easy to do this?
I'm afraid that any attempt of striking it down may cause it to retaliate viciously and pathetically.
So I tried to do this to pose a character as if they were holding a weapon with no movement, but the character just stands there in the same positions he was in before, what am I doing wrong?
It's nice to be able to use TF2's stock animations.
if anything is this the most simple 3d animation software ever!
go into motion editor (hit TAB as the hotkey) then go into your viewport window and hold down CRTL and inbetween the model's legs should be a dot, click it and you should be able to manipulate the entire model
yes. you need to take the engis head up and then lipsink him wit the "nope" sound and then you have somthing like nope/avi
He was just giving an example of how internet works these days.
Ohhhhhhh. Not sure how I missed that. Thanks!
Hmm, is there a way to manipulate the scout model so that it does not run in a straight line and rather in an pattern or along a dirt road if so to speak?
Yes...after 4, everything went jargen and hotkeys. So many hotkeys. I love using them myself, but I like to learn them for myself, not be forced to know them for the most specific operations.
potentially, yes. the problem would be importing the strider's firing effects, but that shouldn't be much too difficult, if it is more than drag and drop. so, sure: import the dog v strider scene and replace dog with heavy :D
Fantastic and helpful
Thanks I subscribed.
the motion path is determed by preset values, simple select all of time and try rotating it, as you'll notice the path moves with it, now if you move or rotate it with only a part of time selected you will see the motion path bend as such, remember, it will always go whever the scout is facing forward at that moment in time
OK. So I pivot the pyro's head, don't let go of the manipulator, tap the space bar, and his head doesn't move. What am I doing wrong?
Derp Derpity Step 1. Hold the space bar. Step 2. Pivot the pyros head. Step 3. Let go of the spacebar.
Thank you so much.
So I got the adding sequence part, but how do you get them to stop moving? Also when my demoman is walking he has no weapon in hand?
"hold the shift modifier to move the scout around the world"? Does he mean shift key? And if so, my scouts feet go through the ground but not above his ankle....?
I was wondering if it is possible to change the motion path for a model, for some reason it is going in the ground.
Uh, is there any way to change models once you've animated them and all?
I'm the puppet master!...Why are their strings on my back?
it's possible, but it takes more work than just drag and drop, you have to convert the models and textures to the SFM model format, or you'll get errors
quick question, but making custom import motions for all character models in sfm possible enough?
I had this same problem and in the motion editor, I right clicked and chose "Select all time". Instead of only having the time from that clip selected.
yeah, it's sad that when it comes down to it people will have watched all of these but not be able to remember anything but the simplest bits & peices, and in the end will have to slowly re-watch them one-by-one and fuck around with the program in between until they have most of it memorized.
Honestly, this is the hardest part of the whole thing; so hard in fact, I just disregarded half the tutorial and tried to do it my style, and that ended up being a little more freeform.
ooo.
So all I need is one of those scripts and then I can make a strider shooting at a heavy?
awesome.
How to make the model stop moving? Do I need to go to a new scene or like some option I'm unaware of? I need the character to walk to a point then stop so I can animate from there.
I aimed my rockets off, and the second one, the one for the shot where it "hits" the camera, is too low. What should I do in this case besides starting all over? Seems like I'd have to in order to record a new Soldier shooting rockets without screwing up the timing of everything else.
Very great program, but im going to need more in depth detail on pupppeteering I just don't get it at all its extremely hard to make a movement like a waving hand
all I wanted to do was make a beer bottle roll on the floorrrrrrrrrr
Oh really? That's how they do it? That seems like a lot of work.. I always just either use keyframe animation or Pose to Pose animation :I
AWESOME
is it possible to slow down the play when we want to puppetering ?
If you want the scout to actually run you have to change don’t generate root motion in the bottom left corner to pose params drive root 1:36
Its so simple that kids can use it but if you want some advanced good stuff it can be complicated
can you add game animations to workshop characters?
This...is making me smarter thanks valve :D
How do you change where your character runs?
How do they remove the green cube and other symbols etc near the models particle system or some stuff
Very hard to undersatand
I want to know the same thing. I have a scene all set up, but I don't know how to animate it from scratch.
I dont know how to connect an animation loop to another loop,such as a sniper walking then does a death animation. Witch tutorial that teach that?
So do we HAVE to move the parts while it's filming?
Keyframing is better for animating, if that is what you're after.
no, use bookmarks in the motion editor with m
Well, different people learn differently. Personally I seem to learn stuff by experience, so this looks very difficult and complicated at first sight. However I'm sure if I give it a go I'll start to get the hang of it.
It's just that right now I'm up to my neck in other stuff I want to do so I don't really have the chance to go full out and spend time getting used to SFM. I'm just watching the videos and following steps, so that when I eventually start using it I'm not completely lost.
It can often been seen in it's natural environment: the area in front of the television. This species is is very dangerous in some situations. There are even parents who lost there lives in an attempt to take his precious gaming device away from him. The fanboy makes sure nothing ever happens to it. Yet there's a rear footage of a COD fanboy destroying his own precious due to the rage quit. Alot of mysteries like this extreme natural behavior, will maybe never solved.
What was the stop button when you moved the pyro's head?
what do you mean by click down on the manipulator? btw i have a laptop and no mouse. help asap!
That moment when you finish the tutorial but you realize the scout who runs in front of the pyro is the wrong color
The path won't show up for me when I do the conga or any other movement. Does anyone know why?
The scouts he was using was BLU, but the one who was looking at the pyro was RED, fail! XD
All he needs to do is right click on the scouts model and select skin > skin_2 and that turns him into blu scout
I'm pretty sure that this is just a demonstration. So not everything he does needs to be detailed. He's just showing us how and what it does.
Can i ask what processor you use. I use windows 8 and it gets a bit jolty in places.
Is it possible to change the path? I mean, make him move in a certain path?
I thought that may be the case... but when I try that, I can't move the camera on either side.
OMG! Thank you so much!! :D
How did u do that?
...omg puppetering is sooooooo much harder than i thought lol.