I had this same problem. But if you look closely, right before he drags that playhead to the 100/50%, he selected the "transform" tab before he did so. That makes sure that the playhead will affect the transform factor of the camera.
Has SFM changed? When creating an animation set for an existing element 0:55 the root joint is not highlighted as well as hitting okay only putting a "Scout" tab on the left. Not camera 1
I think the best part about these videos (aside from the narrator's attitude, for someone who knows this so well, he's very modest about it) is the captions. I don't know about everybody else but when I can read what I'm hearing it only makes it that much easier to absorb.
i can't believe how hard is finding an effective method for camera tracking, at this point there is a better chance to do it manually and just smooth the animation path
i know im like the holder of the biggest necro ever but cant you just lock it onto like a ball model and move the ball as its own animation which in turn moves the camera?
For Half-Life 2 I created a new animation set for male_07 and irifle. I dropped the r_hand bone from male_07 to the r_hand bone of the irifle and it parented the AR2 to the right hand...that works too.
So, I have like two models in a shot; but I'm getting no drop-down list when I use the "create new animation set for existing models" thing. No list, nada. WEEE I WANT THE CAMERA LOCKED ON MY ZOMBIE!
Is there anyway we can make a locked camera bob a lil? In this case the camera locked-into Scout's head so well that, it makes it looks like his head is dragging the whole environment around along his run through.
Is this method only for TF2 models? When I locked the camera to the model, the "background" is shaking even though I already preset the rotation control.
Whenever I try to drag the item that I want to lock to the other item, nothing happens. My cursor is instead replaced by an X'ed out symbol with a circle around it, and putting it on the box does absolutely nothing. I have asked this question on COUNTLESS forms and videos, and everybody i've talked to has no idea how to fix this. Help me.
Ok so I attached a camera to Pyro, and whenever I play the movie, it either leaves pyro standing still and his weapon moves, or the camera goes all funky all over the place. Any help please?
hey, mister tutorial man I know that you're probably not gonna see this but whenever I try to record gameplay into SFM, it crashes right after the message "now recording game input" appears. can you help me?
for what i'm making, i just tested it, totally directed by Micheal Bay. But how do you change the sequence? i want the guy (in super rambo-mode first person) to go to a crouch position and lay down a couple (hundred) shots.
Gah, it's still not working. I see the pathway that the hand and weapon would be going and they look to match up, but the medigun isn't moving from its original spot. Does the weapon model count? Because when I imported it there looked to be two versions, one with a "c" and one with a "w" (I picked the "w" version)
I'm trying to get the medic to hold his medigun while he runs but I'm having trouble with that. How does one specifically make a character hold their weapons as they're moving?
yes but what if you want to lock a bone to another bone on the same model im having so much trouble figuring this out im ready to give up lol. nice video though!
Is there a way to only lock one axis to the world? When I lock the rotation to the world so the camera doesn't bounce around, it also has difficulty keeping on characters that make turns. I tried selecting only the x/y/z axis and setting Playhead to max individually, but it does the same thing with each one so I'm guessing it's applying the complete rotation to the world lock.
Ugh, I tried locking the pyro's axe to his hand and its not working! (I am playing an animation (his melee stance, but I modifed it a bit, is that the reason why?)
Is there a limit to how many objects that can be locked onto another? For example, I'm adding lights onto a locomotive, which there are many of, and they need to follow the locomotive where ever it goes. For some reason, the 7th light I am using wont lock to it. Please help!
as far as I know, there is no limit. However, you shouldn't/can't create more than 8 or 9 dynamic lights I think... either dynamic or shadowed lights, I don't remember.
you go to file, click save as and put it in a lace you'll know you can find it again, if you want to re open that file, go into sfm go to file click open and look in the place where you left your file.
I have a problem with this; when I'm trying to use the motion editor, neither the brown/orange or green surround the clip, and no changes seem to be made. It's just a lot of grey. I can't move the camera at all while trying to do this. Anyone know why this is so?
I've been trying for at least an hour, so far, to lock different bones in the Scout, to different bones in a Scattergun model I imported; and vice versa. I'm following the steps shown in the video, but I just can't get the gun to translate along the path of the Scout. When I do certain things, it bounces around in the same way the parent-bone in the Scout does; but, it doesn't move forward the same way the bone in the Scout does. Can anyone figure out why that's happening and how I translate it?
Does only the character "weapon bone" need to dragged/locked into the weapon's "weapon bone" or does everything have to be connected (hands, arms, body, etc..)? The pathway is definitely moving, but the actual medigun model is staying in place and moving the zero slider does nothing (moving the default slider makes it go to some random place on the map)
I use the blade function to create a new shot and select it, yet no scout model shows up when im creating animation set for existing element, for the camera1.
I've gotten the actual model to move along with the medic now (there was another "weapon bone" under "Unknown" that fixed it. I also locked the characters "weapon bone" with everything else) though the weapon isn't angled with the medic, instead jutting off to the side (the pathway is fine). I'm probably doing something wrong and the solution is right in front of me, though I appreciate your help so far.
How do you make a character's eyes follow where the camera is so he is looking straight at it no matter what his neck/head orientation is? I tried locking camera1_transform onto Eyes_viewTarget but have had no luck so far.
I wasn't able to properly lock the camera to the scout's head (and keep it from shaking exactly according to his head). But I did connect it to his pelvis joint (which is the center of all the models) and it doesn't look that bad.
Listen.. you gotta select the "player\hwm_" model for your player.. If want to edit your already set up and currrently cam you select "create animation set from existing elements" then select your camera.. and BONK! You have a modifyable cam... To attach weapons.. Load weap. Then drag the bip_weaponbone thing on your model to the same name on the weap... Then go to motion editor and drag the zero bar all way to right.. More tutorials you can find on RUclips.. ;)
PLZ HELP! it won't let me move the camera or the segments on the scout, it just keeps switching a shot and when I let go of the left click it goes back to my camera!
its in the bar between the animation set editor and your camera, with all those words. its under one and above in. drag it from left to right to set it.
When I create an animation set for an existing element it only allows me to select the cameras, it doesn't give me an option to select the models, please help :/
I love how he says 'put a hat on a character' BEFORE 'a gun in his hand'. Priorities, people. :)
i mean... battle themed hat simulator 😉
This is a TF2 animation after all
And dont forget to press Ctrl+S to save your work. Best advice ever!
you know he is confident when he says "ONCE U GET THE HANG OF IT"
I had this same problem. But if you look closely, right before he drags that playhead to the 100/50%, he selected the "transform" tab before he did so. That makes sure that the playhead will affect the transform factor of the camera.
The cool thing that sfm isn't worth like 999$
Yeah, it's worth 999 payments of $0
ur avatar is hot
@@anjopag31 we are all a year late
you know whats better and thats 0 dollars too? Blender
@@aethernets9442 blender is an overpowered beast. with much power comes much responsibility
Has SFM changed? When creating an animation set for an existing element 0:55 the root joint is not highlighted as well as hitting okay only putting a "Scout" tab on the left. Not camera 1
Set cam "Change Scene Camera/New Camera" and use Camera 2
Im a bit late aren’t I?
@@8-Blitz indeed
@@8-Blitz no i am
This still doesn't explain how I'm supposed to lock a hat to my character's head, or other cosmetics to his body.
Just right click on the model and click add team fortress item and find the cosmetic you and and it will lock for you
0:45 "Drag the playhead and click, 🅱️"
I think the best part about these videos (aside from the narrator's attitude, for someone who knows this so well, he's very modest about it) is the captions. I don't know about everybody else but when I can read what I'm hearing it only makes it that much easier to absorb.
i can't believe how hard is finding an effective method for camera tracking, at this point there is a better chance to do it manually and just smooth the animation path
i know im like the holder of the biggest necro ever but cant you just lock it onto like a ball model and move the ball as its own animation which in turn moves the camera?
Amazing. This will help me a lot!
Excellent tutorial this is a very difficult concept but if you do exactly what he does then this video makes a lot more sense
Oh my god subtitles thank you so much
I bet someone will be so relaxed about that, that he will forget to save something he spent 24 hours on!
"That looks alright..." is what I say after everything I do now. ^_^
My head hurts xD
These videos are really inspiring....I'm looking forward to more
For Half-Life 2 I created a new animation set for male_07 and irifle. I dropped the r_hand bone from male_07 to the r_hand bone of the irifle and it parented the AR2 to the right hand...that works too.
Really good tutorials, I dont have any use for them but you are good at making them, should do it for other things and other games.
A good feature for being able to place objects in characters' hands.
Okay so I laughed really hard at that joke and then immediately started to think of what a gaint nerd I am, made my day for sure. :)
FINALLY. FINALLY a tutorial after #4 THAT I UNDERSTAND. :'D
there goes half an hour of my work on Meet the Sven. At least now I won't forget it. Unlike in Hammer there is NO autosave at all.
So, I have like two models in a shot; but I'm getting no drop-down list when I use the "create new animation set for existing models" thing. No list, nada. WEEE I WANT THE CAMERA LOCKED ON MY ZOMBIE!
How do you unlock the cam after animating like this a little bit?
Is there anyway we can make a locked camera bob a lil? In this case the camera locked-into Scout's head so well that, it makes it looks like his head is dragging the whole environment around along his run through.
Watching all of these in a row was probably a bad idea.
My head is spinning and the words "go ahead" keep bouncing around inside my skull.
Is this method only for TF2 models? When I locked the camera to the model, the "background" is shaking even though I already preset the rotation control.
"Don't forget, hit control 'S' to save your work."
Don't worry, this is something we'll learn the hard way.
Whenever I try to drag the item that I want to lock to the other item, nothing happens. My cursor is instead replaced by an X'ed out symbol with a circle around it, and putting it on the box does absolutely nothing. I have asked this question on COUNTLESS forms and videos, and everybody i've talked to has no idea how to fix this. Help me.
You didnt show us how to lock a weapon into a models hands...?
ikr
hope u figured it out eventually
it's the same concept
Ok so I attached a camera to Pyro, and whenever I play the movie, it either leaves pyro standing still and his weapon moves, or the camera goes all funky all over the place. Any help please?
A suggestion add in minecraft support (ask Jeb or notch for permission please)
hey, mister tutorial man I know that you're probably not gonna see this but whenever I try to record gameplay into SFM, it crashes right after the message "now recording game input" appears. can you help me?
DAMN! This so fun! and complex...
But thanks for the help!
When I select over the scouts it doesn't show their root joint. Does anyone know why?
Me too. Might have been an update to SFM or something
@@mcp613 for some reason it started working. SFM hurtz my brain
This guy is the master of saying "Alright"
Oh my god thank you so much it was a pain to do but it looks amazing
for what i'm making, i just tested it, totally directed by Micheal Bay.
But how do you change the sequence? i want the guy (in super rambo-mode first person) to go to a crouch position and lay down a couple (hundred) shots.
You can always right click on the scout's name to the left, go to set skin and change it to 1 so he's blue.
o_o Didn't understood anything...*Watches the tutorial again*
Did you select a Shot? I fixed mine when i selected my shot.
Gah, it's still not working. I see the pathway that the hand and weapon would be going and they look to match up, but the medigun isn't moving from its original spot.
Does the weapon model count? Because when I imported it there looked to be two versions, one with a "c" and one with a "w" (I picked the "w" version)
How did he have the camera and work camera windows next to each other? I don't recall him ever mentioning it.
You need to creatte a second viewport in "windows" tab, drag it wherever you want afterwards
That's like saying, "are you watched the video?"
Getting this issue quite a lot as well.
The camera still won't lock, I can't seem to get it to work, even after following Bay's instructions to the LETTER. Can anyone help me?
I'm trying to get the medic to hold his medigun while he runs but I'm having trouble with that. How does one specifically make a character hold their weapons as they're moving?
How would I lock an object to a body part?
Example: Bat onto Scout's Spine-3 bone.
Easy.Click the lock icon aside the "transform" of the camera.It will free the lock
I'm trying to lock an object onto another object, but it doesn't let me drag the playhead thing to full. When I do, it just resets back.
I've watched all of these twice, but I don't even have SFM.
why do your motion sets disappear?
Wow at this point I'm getting really confused... It's going to take some time for this stuff to sink in.
yes but what if you want to lock a bone to another bone on the same model im having so much trouble figuring this out im ready to give up lol. nice video though!
I can't get the model list in 0:56 to show up. What do I have to do?
Is there a way to only lock one axis to the world? When I lock the rotation to the world so the camera doesn't bounce around, it also has difficulty keeping on characters that make turns. I tried selecting only the x/y/z axis and setting Playhead to max individually, but it does the same thing with each one so I'm guessing it's applying the complete rotation to the world lock.
Putting hats on a character's head.
THE most important thing in TF2
When I press "Create Animation Set(s) for Existing Element(s)" it only gives me the option to select a camera, no models or particles. Why is this?
I don't see the model in the "Select Dag" tab
Ugh, I tried locking the pyro's axe to his hand and its not working! (I am playing an animation (his melee stance, but I modifed it a bit, is that the reason why?)
Lol It looks like scout is trying engineer's NOPE.
how can I lock other models(scattergun or bat something) to scout?
Is there a limit to how many objects that can be locked onto another? For example, I'm adding lights onto a locomotive, which there are many of, and they need to follow the locomotive where ever it goes. For some reason, the 7th light I am using wont lock to it. Please help!
as far as I know, there is no limit. However, you shouldn't/can't create more than 8 or 9 dynamic lights I think...
either dynamic or shadowed lights, I don't remember.
Thanks I fixed the problem it was just a glitch
How do I fix props and cosmetics to a Workshop model?
I want to have a raptor with antlers, and I need the antlers to move with his head.
How do i lock hats and other stuff to the body if i have already locked on the camera?
you go to file, click save as and put it in a lace you'll know you can find it again, if you want to re open that file, go into sfm go to file click open and look in the place where you left your file.
I have a problem with this; when I'm trying to use the motion editor, neither the brown/orange or green surround the clip, and no changes seem to be made. It's just a lot of grey. I can't move the camera at all while trying to do this. Anyone know why this is so?
I've been trying for at least an hour, so far, to lock different bones in the Scout, to different bones in a Scattergun model I imported; and vice versa. I'm following the steps shown in the video, but I just can't get the gun to translate along the path of the Scout. When I do certain things, it bounces around in the same way the parent-bone in the Scout does; but, it doesn't move forward the same way the bone in the Scout does. Can anyone figure out why that's happening and how I translate it?
Does only the character "weapon bone" need to dragged/locked into the weapon's "weapon bone" or does everything have to be connected (hands, arms, body, etc..)? The pathway is definitely moving, but the actual medigun model is staying in place and moving the zero slider does nothing (moving the default slider makes it go to some random place on the map)
I use the blade function to create a new shot and select it, yet no scout model shows up when im creating animation set for existing element, for the camera1.
Why can I not move the camera in the same shot that I use to add animation set for exisitng element?
I've tried that with the Medic's medigun, doesn't seem to work for me. Do you have to use the "default" or "playhead" sliders?
Ok, i need help. when i do this, my camera doesn't move, it just shakes in place. please help me.
I've gotten the actual model to move along with the medic now (there was another "weapon bone" under "Unknown" that fixed it. I also locked the characters "weapon bone" with everything else) though the weapon isn't angled with the medic, instead jutting off to the side (the pathway is fine). I'm probably doing something wrong and the solution is right in front of me, though I appreciate your help so far.
How do you make a character's eyes follow where the camera is so he is looking straight at it no matter what his neck/head orientation is? I tried locking camera1_transform onto Eyes_viewTarget but have had no luck so far.
That's some nice rage!
can you lock (lets say a hand) to an object,so the hand wont move in the animation?
Yeah, I've now searched for it and it IS simple, but I still couldn't do it, now other guy told me how to. Thanks, anyway.
i'm just looking through these sfm tutorials to learn how to make moving cameras.
Rotoscope.
In animation, rotoscoping is tracing over live-action images to produce animation that looks like or resembles real life.
helped alot, made a giant heavy wear a U-Clank-A
did anyone else just sit through the whole video with sfm working only to rage when it didnt work?
I wasn't able to properly lock the camera to the scout's head (and keep it from shaking exactly according to his head). But I did connect it to his pelvis joint (which is the center of all the models) and it doesn't look that bad.
Pretty cool, I signed in for SMF-Beta ;)
I locked a bottle to the demomans hand but whenever the demoman moves the bottle stays in place and his arm just stretches
I did exactly everything this video showed, almost followed frame by frame, but my camera still wont lock to my medic
Same
on the steam store... it was released 2 days ago
nice, it realy helpt a lot
does this work for first person perspective?
all of the videos are available on the official sfm site. you should go check it out
i have a question, everytime i move the playhead to 100% it goes back to 0. what am i doin wrong?
Listen..
you gotta select the "player\hwm_"
model for your player..
If want to edit your already set up and currrently cam you select "create animation set from existing elements"
then select your camera.. and BONK! You have a modifyable cam...
To attach weapons..
Load weap. Then drag the bip_weaponbone thing on your model to the same name on the weap...
Then go to motion editor and drag the zero bar all way to right..
More tutorials you can find on RUclips..
;)
use the zero preset after you locked the camera and then reposition it to where you want the camera
i wonder if there is a way to change the size of the models
PLZ HELP! it won't let me move the camera or the segments on the scout, it just keeps switching a shot and when I let go of the left click it goes back to my camera!
its in the bar between the animation set editor and your camera, with all those words. its under one and above in. drag it from left to right to set it.
The stuff shown on this video partly require you to look at the previews ones. Soooooo, yeah.
How you lock objects into characters hands?
When I create an animation set for an existing element it only allows me to select the cameras, it doesn't give me an option to select the models, please help :/