I'm really curious about source film maker and how much animation is actually possible inside it. I can't imagine it's as robust as something like maya... However, if you can't really animate in there, it seems like a terrible workflow of animating in a fake scene in 3dsmax, and then tweaking the animations in Source...
Well they "say" that they did the meet videos with it, so i guess it doesn't requires an extra software (for animation). Finally we see a better tool than Garry's mod.
Can't wait to see community videos !
I really hope that the animation tools are as robust as they make it out. Otherwise it's just the same old "Animate in different program, Import, Rinse, Repeat." I'm mostly excited that it'll allow for better ways to present Workshop items.
Well they "say" that they did the meet videos with it, so i guess it doesn't requires an extra software (for animation). Finally we see a better tool than Garry's mod.
Can't wait to see community videos !
But they also already had characters with full animation sets to tweak.
When Valve and Adult Swim announced a partnership involving the Team Fortress 2 universe, we winked at each other, throwing out the tired joke that it would probably just be a bunch of hats. Today, we're not sure if we should be laughing or weeping silently into our keyboards: Adult Swim has revealed a free, limited-edition Robot Chicken hat for any class in TF2, as the first iteration in a series of new stuff coming from Valve and Adult Swim.
valve love teasing about the pyros gender. i dont know if its still the same but they used to specify it on the pyros page.. thing is it was randomised each time you viewed it.
ah that vid confirms what i thought. that SFM can only be used for making rendered videos, using the source engine, and not be used for in-game animations like matinee in UDK. or in-engine cinematics.
ah that vid confirms what i thought. that SFM can only be used for making rendered videos, using the source engine, and not be used for in-game animations like matinee in UDK. or in-engine cinematics.
You can animate with it, and even use in-game capturing as a base for an animation to render. It uses the source engine for animation, effects, and models, meaning one can even use assets from mod creators. You can't use it for importing in-game animation for multiplayer, no, but you can use in-game animation, for it. I guess I don't really see a downside?
ah that vid confirms what i thought. that SFM can only be used for making rendered videos, using the source engine, and not be used for in-game animations like matinee in UDK. or in-engine cinematics.
What's the difference? Most games that do zero-player-control cinematics render them to a bink anyway, so that bugs introduced in development don't break the cinematics. Plus, then the game can be loading the next level in the background.
I also don't see anything in those videos that prevents Valve from exporting a scripted sequence back to Hammer.
What's the difference? Most games that do zero-player-control cinematics render them to a bink anyway, so that bugs introduced in development don't break the cinematics. Plus, then the game can be loading the next level in the background.
I also don't see anything in those videos that prevents Valve from exporting a scripted sequence back to Hammer.
No dynamic content would be one thing, picture an rpg for example where your character might be a male or female, and have a different set of gear for a cutscene, take dragon-age for example, which also featured a cinematic tool.
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I remember getting a preview of this tool 7 years ago while at Threewave. Its crazy to finally see it out there.
Mod incoming... in 3, 2, ...
though would have to question why? for showing off scenes and art udk and cryengine are much much better.
The lyrics in the song, though, say 'Do you believe in magic, in a young girls heart...'
Scout says "he" though. We are never going to find out from Valve, and thats how they want it I'm sure.
Can't wait to see community videos !
But they also already had characters with full animation sets to tweak.
http://www.joystiq.com/2012/06/27/adult-swim-and-valve-teamed-up-to-give-us-yep-a-hat/
When Valve and Adult Swim announced a partnership involving the Team Fortress 2 universe, we winked at each other, throwing out the tired joke that it would probably just be a bunch of hats. Today, we're not sure if we should be laughing or weeping silently into our keyboards: Adult Swim has revealed a free, limited-edition Robot Chicken hat for any class in TF2, as the first iteration in a series of new stuff coming from Valve and Adult Swim.
The scout says 'he', but the closed captioning/subtitles for that section reads "she". Brilliant!
that vid was awesome.. grinning all the way through it!
I'm not so sure we're going to need a mod
http://www.teamfortress.com/pyromania/pyroland/
HAH! You gotta love Valve
You can animate with it, and even use in-game capturing as a base for an animation to render. It uses the source engine for animation, effects, and models, meaning one can even use assets from mod creators. You can't use it for importing in-game animation for multiplayer, no, but you can use in-game animation, for it. I guess I don't really see a downside?
What's the difference? Most games that do zero-player-control cinematics render them to a bink anyway, so that bugs introduced in development don't break the cinematics. Plus, then the game can be loading the next level in the background.
I also don't see anything in those videos that prevents Valve from exporting a scripted sequence back to Hammer.
There are more SFM videos below in the link, and also sign up for beta
http://sourcefilmmaker.com/
No dynamic content would be one thing, picture an rpg for example where your character might be a male or female, and have a different set of gear for a cutscene, take dragon-age for example, which also featured a cinematic tool.