How to Port workshop models from SFM to Blender
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- Опубликовано: 1 окт 2024
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/ @agentsecret24
This took longer than expected... Anyway Here's a tutorial on how I get models from SFM into Blender(AKA, the main reason I'm able to get a majority of the characters for Pokemix working in the first place) I actually figured out how to do this back in 2021 because I needed Sonic Forces characters for an FNF Thing(Long story).
My Discord Server:
/ discord
My Tumblr:
/ agentsecret24
I'm now offering commissions! You can check them out here:
ko-fi.com/agen...
IMPORTANT STUFF
Blender - www.blender.org
SFM - store.steampow...
SourceIO - github.com/RED...
Everything File Browser - www.voidtools.com
Pomni Model - steamcommunity...
MUSIC CREDIT
Route 228(Night) - Pokemon Diamond/Pearl, Hitomi Sato
Alegro 2002 - Ace Attorney JFA, Akemi Kimura
#sfm #blender - Видеоклипы
excellent explanation thank you ⭐
@@xFlormoon you're welcome
Does this work for self made models?
I don't see why it wouldn't.
If you don’t have Source film maker download could that prevent textures from appearing?
That depends. If youve already imported the model(and either auto packed the textures or re exported them as PNGS) then SFM should have no baring on the textures. It should be safe to delete without problems appearing.
Great to see you back at it! Also, your animations seem much more smoother, and something about the expressions seem much more, well, expressive!
And also a great tutorial, I know nothing about blender but the detail in this is much appreciated, it's honestly getting me interested in trying again
Glad you enjoyed.
does it work onUniverse: Original IP
Model
Models: Character
Tags: SFM?
If the model in question has a .mdl file, it should work.
Words cannot describe how much this video is useful to me
been scratching my head using an outdated addon and crowbar program
But this ? This is perfect
Glad I could help!
thank you for this video cuz it actually helped me do something i've been trying to do alot of times, but, there is one thing bothering me about it, which is when i import the model and i move one of its bones it starts to get really lag (especially with fnaf models). and i've tried to disable some objects in viewport since it comes in bodygroups and it does help but not always it helps since depending on the model it might not have any bodygroups or if it has bodygroups it still doesn't really fix the lag issue. and i dont know if anyone has commented about this aswell but i just really wanted to know whats causing the lag because if i open the blender version of the model (in case the sfm model is just a port of the original blender model) the model won't lag not even one bit. so that's what i don't understand, do you maybe know a solution or atleast what's causing it to lag so much???
It sounds to me like the actual meshes themselves have a very high polygon count.There are a few ways to fix this. One I've used in the past is just have a decimated duplicate of the mesh only visible in the viewport(turn the camera icon off in the outliner) and have the high poly one only show up in the render(turn off the monitor icon in the outliner). Just make sure you apply the decimate modifier..
@@Agentsecret24 oh but wait do i gotta add the decimate modifier to every part of the model???
Yes, well kind of. If you don't even need to use the Endo skeleton, you can just hide that in the viewport. But for the ones you do need to decimate luckily Blender makes it really easy. Once youve got one decimate modifier set up, select all the other parts and make sure the one with the Decimate is the active selection (it should have a brighter orange glow than the rest of the selected objects) then navigate to the modifier menu, and in the drop-down there's an option called apply to selected, or copy to selected(I can't remember off the top of my head) it'll copy the modifiers to each of the selected meshes. However in order to apply the modifier to all of them, you do need to go through and do it one by one.
what do i downland for sourceIO, there is like nine files and i am very confused on which to download. what do i download
The SourceIO.zip from the Releases section.
How do you fix the eyes? Because I'm struggling on my end
Ok, so basically you need to import the texture manually. To do this, find a material that did import correctly and copy the name of the texture into Everything and open the file path that comes up, then import the missing VTFs(That's the file that SFM uses for texture) using SourceIO, and then you have to set up the broken materials manually, like you would any other blender material.
do changes you do to the model save over to sfm?
Not unless you export them back to SFM.
After searching for prob 20 minutes this is the only one that actually showed the links for what i needed and i appreciate ( seriously ) because literally every single video i found never included the links to what i needed and i think they're not really working their brain off because on how they never put the link. ( seriously though i appreciate it alot you earned a sub and a like thank you! )
Glad I could Help!
YAAAAY! Are we back? Also, nice to see a video like this lol. And Ultrakill at the start... made me chuckle a bit. Also uhh...
Will streams come back?
Eventually. RAM Purchase kinda didn't go through and need to wait to get paid again(on the plus side I might be able to get more than 16gb lol)
@@Agentsecret24 more waiting again? Damn... Well, at least you'll get more Ram!
How do I give the rig controls ;w;
@@lettttuce My prefered way(when Auto Rig Pro doesn't get the job done) is to use the Bone Widget addon
github.com/waylow/boneWidget
It streamlines the entire process.
However this video shows you how to do it in stock Blender(no additional addons required)
ruclips.net/video/MsaizyiaiZY/видео.htmlsi=zPbGKe-GqDBr-0YY
Tysm (did not mean to comment in this dudes comment sorry)
game changer, literal game changer
Thanks!
Thank you! I have been ripping my hair out trying to get models into blender!!!!
No problem!
0:05 it ultrakilled your pc hah
the gun is from ULTRAKILL in case joke went over head