I dunno if you'll ever read this but thank you for this tutorial, the other method of shrinking parts and fiddling with scale transforms was such a nightmare to deal with compared to this.
I think pixelating it in the first place was kinda redundant. I doubt anyone would've really noticed. After all it is just models clipping. Pixelating it gave the viewers the idea of something sexual.
Granted, but had I left it in the open, I still would have had to delete way too many immature comments. It was better to try the pixelated version to see what might happen or just redo the whole video. Same type of comment results on the pixelated version so I replaced it. Best this way and no controversy.
Envy Homunculus yeah, but you’re not going to be able to this with all models. It all depends on how bones and mesh have been set up and weight painted
hey guys Im new to sfm and I see the map everyone uses in the tutorials and I cant find it anywhere can someone tell me where to find it or link it please?
Batttlecoin the gray one with the squares on the floor, ceiling and walls with the big orange dot in the middle? It’s called Stage, just search for that in the map browser. There are 2 versions of it.
So I headhacked a Mercy model to LordAardvarks Elizabeth & the back of her neck disappeared while following the steps of this tutorial. Everything else went great, except for that & I have no idea when it happened. Trying to bring Mercy's neck back through scale control did nothing
Destroyah340 The way the mesh shrinks in a head hack is determined by how it is weighted to the bone. So, some models won’t deform properly no matter how you try to do it. All you can do is try to cover the hole with the object you’re replacing the old head with.
Sakana Oji II it’s the joining bone that is important. The other bone are going to be controlled through the model controls of the model you used the head from.
What do you mean facial deformities? If doing a head hack and following the video, you're limited to the way the model folds in on itself and the sliders in the head of the models you're using. You have to remember this is a hack not modelling. The only other option available to you is to decompile the models and model the pieces together, export and recompile a new model.
I mean I tried headhacking with a model with facial flexes and they deform when I zero it out. No worries though. I figured it out. Just missed a flex that I needed to deselect before zeroing.
Just as a general note or if you didn't already know... When zeroing a object/model onto another object/model you should only zero the bones that are joined/locked. If you zero a flex that is normally a paired or a bone that is not locked and the model deforms weirdly, just select the unlocked flex or bone and default it, that will throw it back into its required position. This is a common mistake when zeroing a wpn and the body parts of the wpn fly apart.
Hey pte Jack. Sorry for asking an unrelated question, but how can i make skins for the hwn tf2 models that wont wrinkle every time i face pose my character?
The model itself contains wrinkle information in the actual flex on an HWM TF2 Character, so the model is going to wrinkle even though you don't want it to. But if you look at the wrinkle material and texture for the model in the TF_movies materials folder, what you might try is renaming the {class}_head_compress and the {class}_head_stretch VTFs to something else then copy and rename the {class}_head VTF to those. That should get rid of the pronounced wrinkles that have been painted into the other 2 textures. Don't know if it will work, but worth a try.
Well, to be truthful, your question is like, I'm at the store. Can I buy That?? How many questions do you have to ask to find out "What the heck That is, what store am I in, how am I going to pay for That and do I have enough money. to make your decision on whether I can buy That or not. The situation you've given me is WAY to vague.
***** Oh, sorry. Ok so i made a skin on gimp for the sniper that gives him a dark stubble. I put it on the hwm model. It works fine except for the fact that when i make him smile or frown, it kinda breaks the seamness of the beard. Is there any way i can make the beard wrinkle with the face or is it a problem i have to deal with?
If you look in the TF_Movies\materials\player\hwm folders (path is not exact) for each of the classes you're going to find 3 VTF files for each of the heads, One is the normal head, the next is a _compressed head and the 3rd a _stretched head. The other 2 are winkle maps and are used when a head stretches or compresses. If you want to work with the TF2 HWM characters and reskin them, then your going to have to edit those textures as well.
make sure you only select the bones you need when you zero. If you select the model, you're selecting ALL the bones. Head Hacking doesn't work on all models and you have to experiment as you go.
Hello, a question that isnt related to the video, sorry. so I tried to follow your tutorial on how to export a model from blender to sfm, but it was really heave, Im new to Blender and some other stuff, and I ended up having a big mess in my models and materials : I have created the files as wanted and exported from blender but once in sfm the textures arent there (pink/black), the bones arent well weight mapped and all.I want to export a butterfly I made and rigged myself in blender. quite easy stuff, only a cutted plane rigged to bones. Thing is its quite hard to find something good on new models created in Blender, all the tuts I find are about ripped models. So if you have a good tutorial detailing the process of boning for an armature (I saw you used bones on hats in your long tut) , detailing how to set the good path for the materials and telling about the qc, I'll take it. I know your long tut does all the thing I just said but its kinda hard to follow when its about owm made models honestly :) Thanks
Sorry it took so long to get back to you on this, but I had to produce the tutorials. Maybe something in this playlist will help you understand the process...ruclips.net/p/PLZavzoXLqZCpMVk6HOZlEdCeBWy375tlO
***** That's exactely what I would have wanted, sadly, I entered college and it was a blast, i wont have time for any of this sadly.. But even tho I wont be able to use it, I would like to thank you for all the stuff you did for the community, I saw by searching on the forums that you worked a lot in order to provide great tuts and all... Thats something really nice of you!
Depending on your majors, you're definitely going to need a break from time to time or something to put you to sleep before a major exam. These just might help with that! lol But, they are now here when you have time and want to continue with this hobby.
***** Yes I think that during the holydays I will find a way to have some time for my self, engineering colleges are the hardest math/physics related things here in France, but still, I hope I'll have time ahah Thanks again for this personalysed tut you did, the amount of time you spent is just so much man, thank you a lot !!
No prob, I was looking at doing some tuts for my Any Models From Blender to SFM guide anyway. This was a simple one to do and carry it all the way through.
@@m.hanif.fiisabilillah8047 From your original question, I can't picture what it is you're actually trying to do. Each model would have to be modified individually because models are unique to themselves. So if you do a head hack for one, the bones rolls, rotations and positioning are going to be different to others.
Pretty much the same way as I put the Gordon head on the sniper in this video. Problem is the neck of the heavy is much thicker than the neck of the medic, or the neck of the medic is much smaller than the neck of the heavy. you my have a really hard time doing it.
The seen limbs are part of the other model, the ones on the head model have to be scaled into the head model so they are no longer visible. Some models may not do this completely.
there's a better way it's with blender half of it it's one of your videos SFM - Decompile a Valve Model, Edit and Send Back to SFM - Pt 7 Editing the Model the problem is i don't know how to remove and port a head and remove and add texture map and add clock effect and add bodyguard
Yes, that is if you want to create a model for use over and over again. However, if you are on the fly and want a fast head hack just to get you through a clip, then this is the way to do it. You have to remember that models or sets of models created in SFM can't be saved as a model. So you would either have to remember the session you created your hack in and import that session into your clip to rob the model or rebuild it in your current clip the next time you wanted to use it. Decompiling, editing and fixing things properly, then recompiling a model is the best solution if you want to reuse it.
I dunno if you'll ever read this but thank you for this tutorial, the other method of shrinking parts and fiddling with scale transforms was such a nightmare to deal with compared to this.
Glad the video helped..
I think pixelating it in the first place was kinda redundant. I doubt anyone would've really noticed. After all it is just models clipping.
Pixelating it gave the viewers the idea of something sexual.
Granted, but had I left it in the open, I still would have had to delete way too many immature comments. It was better to try the pixelated version to see what might happen or just redo the whole video. Same type of comment results on the pixelated version so I replaced it. Best this way and no controversy.
You juat saved me alot of time today. Thanks to you i finally have my youtube character finally done for my animation.😁
Thanks dude it's 4 years later and still helped me!
Glad to hear it!
thank you for all of the great work you are doing! I have to thank you for helping me learn alot of SFM!
Thanks, glad I could help!
This really helped me thank you !
This is a little tough and takes some work but it's helpful. 👍
Envy Homunculus yeah, but you’re not going to be able to this with all models. It all depends on how bones and mesh have been set up and weight painted
Do i have to 0 it out or can I just shrink body parts and lock them to bones
Whatever works for you. This is just a suggestion
i had to manually lock everything on the head to the head on the 4th try it worked. finaly.
Glad you got it working.
hey guys Im new to sfm and I see the map everyone uses in the tutorials and I cant find it anywhere can someone tell me where to find it or link it please?
Batttlecoin the gray one with the squares on the floor, ceiling and walls with the big orange dot in the middle? It’s called Stage, just search for that in the map browser. There are 2 versions of it.
Pte Jack thank you I’ve been searching for this for a while thanks so so mich
So I headhacked a Mercy model to LordAardvarks Elizabeth & the back of her neck disappeared while following the steps of this tutorial. Everything else went great, except for that & I have no idea when it happened. Trying to bring Mercy's neck back through scale control did nothing
Destroyah340 The way the mesh shrinks in a head hack is determined by how it is weighted to the bone. So, some models won’t deform properly no matter how you try to do it. All you can do is try to cover the hole with the object you’re replacing the old head with.
Do you know how to do this with body bases or headless models?
Add a head and follow the video
i drag the root transform but it still on same position not moving up,please can you help me?
What if the head you want to hack has extra bones and stuff on it?
Sakana Oji II it’s the joining bone that is important. The other bone are going to be controlled through the model controls of the model you used the head from.
Thank you dude
Hopefully it works for you. Glad I could help,
Do you have a solution for facial deformities on models with facial flaxes?
What do you mean facial deformities? If doing a head hack and following the video, you're limited to the way the model folds in on itself and the sliders in the head of the models you're using. You have to remember this is a hack not modelling. The only other option available to you is to decompile the models and model the pieces together, export and recompile a new model.
I mean I tried headhacking with a model with facial flexes and they deform when I zero it out. No worries though. I figured it out. Just missed a flex that I needed to deselect before zeroing.
Just as a general note or if you didn't already know... When zeroing a object/model onto another object/model you should only zero the bones that are joined/locked. If you zero a flex that is normally a paired or a bone that is not locked and the model deforms weirdly, just select the unlocked flex or bone and default it, that will throw it back into its required position. This is a common mistake when zeroing a wpn and the body parts of the wpn fly apart.
Oh, I see. Thank you! That's really helpful.
Thank God I found these comments!
can we do some kind of headhack with other body parts, like arm?
oops, nevermind
Hey pte Jack. Sorry for asking an unrelated question, but how can i make skins for the hwn tf2 models that wont wrinkle every time i face pose my character?
The model itself contains wrinkle information in the actual flex on an HWM TF2 Character, so the model is going to wrinkle even though you don't want it to. But if you look at the wrinkle material and texture for the model in the TF_movies materials folder, what you might try is renaming the {class}_head_compress and the {class}_head_stretch VTFs to something else then copy and rename the {class}_head VTF to those. That should get rid of the pronounced wrinkles that have been painted into the other 2 textures. Don't know if it will work, but worth a try.
***** well my problem is that when i flex the face of the model, the hex does not flex with it. Is there any way i can fix that.
Well, to be truthful, your question is like, I'm at the store. Can I buy That??
How many questions do you have to ask to find out "What the heck That is, what store am I in, how am I going to pay for That and do I have enough money. to make your decision on whether I can buy That or not.
The situation you've given me is WAY to vague.
***** Oh, sorry.
Ok so i made a skin on gimp for the sniper that gives him a dark stubble. I put it on the hwm model. It works fine except for the fact that when i make him smile or frown, it kinda breaks the seamness of the beard. Is there any way i can make the beard wrinkle with the face or is it a problem i have to deal with?
If you look in the TF_Movies\materials\player\hwm folders (path is not exact) for each of the classes you're going to find 3 VTF files for each of the heads, One is the normal head, the next is a _compressed head and the 3rd a _stretched head. The other 2 are winkle maps and are used when a head stretches or compresses. If you want to work with the TF2 HWM characters and reskin them, then your going to have to edit those textures as well.
i folliow your instruction but what happen is the two models dragged together without model merged into one piece
what is wrong?,can you help me?
make sure you only select the bones you need when you zero. If you select the model, you're selecting ALL the bones. Head Hacking doesn't work on all models and you have to experiment as you go.
Hello, a question that isnt related to the video, sorry.
so I tried to follow your tutorial on how to export a model from blender to sfm, but it was really heave, Im new to Blender and some other stuff, and I ended up having a big mess in my models and materials : I have created the files as wanted and exported from blender but once in sfm the textures arent there (pink/black), the bones arent well weight mapped and all.I want to export a butterfly I made and rigged myself in blender. quite easy stuff, only a cutted plane rigged to bones. Thing is its quite hard to find something good on new models created in Blender, all the tuts I find are about ripped models.
So if you have a good tutorial detailing the process of boning for an armature (I saw you used bones on hats in your long tut) , detailing how to set the good path for the materials and telling about the qc, I'll take it. I know your long tut does all the thing I just said but its kinda hard to follow when its about owm made models honestly :)
Thanks
Sorry it took so long to get back to you on this, but I had to produce the tutorials. Maybe something in this playlist will help you understand the process...ruclips.net/p/PLZavzoXLqZCpMVk6HOZlEdCeBWy375tlO
***** That's exactely what I would have wanted, sadly, I entered college and it was a blast, i wont have time for any of this sadly..
But even tho I wont be able to use it, I would like to thank you for all the stuff you did for the community, I saw by searching on the forums that you worked a lot in order to provide great tuts and all... Thats something really nice of you!
Depending on your majors, you're definitely going to need a break from time to time or something to put you to sleep before a major exam. These just might help with that! lol But, they are now here when you have time and want to continue with this hobby.
***** Yes I think that during the holydays I will find a way to have some time for my self, engineering colleges are the hardest math/physics related things here in France, but still, I hope I'll have time ahah
Thanks again for this personalysed tut you did, the amount of time you spent is just so much man, thank you a lot !!
No prob, I was looking at doing some tuts for my Any Models From Blender to SFM guide anyway. This was a simple one to do and carry it all the way through.
Can i use the head hacking to all models,or only one model?
If it works, it works. The only way to find out is to try it.
@@PteJack If the model have the arms part like clavice,etc where i link root transfrom to left clavive,Upper or or Forearm?
@@PteJack I can't do that
@@m.hanif.fiisabilillah8047 From your original question, I can't picture what it is you're actually trying to do. Each model would have to be modified individually because models are unique to themselves. So if you do a head hack for one, the bones rolls, rotations and positioning are going to be different to others.
My character's jaw was dislocated lol
hi, i have a question here, i'm makin medic to replace his head as heavy, i replaced it, how can i do?
Pretty much the same way as I put the Gordon head on the sniper in this video. Problem is the neck of the heavy is much thicker than the neck of the medic, or the neck of the medic is much smaller than the neck of the heavy. you my have a really hard time doing it.
oh ok, thanks for the tips
This doesn't tell me how to do it with limbs(arms, legs, etc)
because this is specifically for HEADS, not the limbs
The seen limbs are part of the other model, the ones on the head model have to be scaled into the head model so they are no longer visible. Some models may not do this completely.
there's a better way it's with blender half of it it's one of your videos SFM - Decompile a Valve Model, Edit and Send Back to SFM - Pt 7 Editing the Model the problem is i don't know how to remove and port a head and remove and add texture map and add clock effect and add bodyguard
Yes, that is if you want to create a model for use over and over again. However, if you are on the fly and want a fast head hack just to get you through a clip, then this is the way to do it. You have to remember that models or sets of models created in SFM can't be saved as a model. So you would either have to remember the session you created your hack in and import that session into your clip to rob the model or rebuild it in your current clip the next time you wanted to use it. Decompiling, editing and fixing things properly, then recompiling a model is the best solution if you want to reuse it.
I just might do a video on that too one day.
thx
I don't know what you edited here. Just reply and add to the conversation.
remove head in blender and then add it in blender then use it in sfm
"Damn kids!"
I just made the model small and the Head bigger
kewl
I can't fix the head to the body that way ....
Not all head hacks are going to work, they are model and bone dependent. If they do work, they can take a lot of tweaking to get right.
Yea
😢
😅