Models for source filmmaker
You can zoom in with the scroll wheel to make sure you have the correct frame. So you should still be on the first frame of the ragdoll, go to the far left of the Motion Editor and drag the green over to the right so only the part with the ragdoll is selected. You'll notice that it's all green, this is because the whole clip is selected. The mask wont be in the right place now but we'll fix that in a minuteįirst we need to use the Motion Editor. Now go to the next frame, which should be the first frame of the ragdoll Select facemask>unknown and right click>unlock transforms you can go frame by frame with the left and right arrow keys. Go to the very last frame where the playermodel is used instead of the ragdoll model. We have to switch the locks from the alive model to the dead model. If you right click you can rename them variantE_alive and variantE_dead, etc. To keep things easy drag the ragdoll up and put it underneath the player model. Scroll down the Animation Set Editor and look for the ragdoll model. We need to put the mask on the dead player model too, otherwise it will just float in the air when the player dies. So the way CSGO works is you have 2 different types of player models, the player model and the ragdoll (dead model). Now if you scrub through the timeline you'll see the mask model is attached. Click Playhead and drag your mouse all the way to the right until the grey bar is filled up (#3 on the screenshot). Now make sure you have the mask selected. Press the expand buttons next to the names to see all the body parts (+)Įxpand the facemask model and the part that says Unknownįind the body part you want the mask to be attached to, I want it on the head so click on head_0 In the Animation Set Editor select the model, for example afx.55312387 models/player/custom_player/legacy/tm_leet_variantA.mdl Position it where you want it to be attached To import a mask go to the Animation Set Editor and right click>create animation set for new model
Make sure you have the Motion Editor selected so we can edit things in 3D space and time If you want to attach a mask or a chicken or a second head to a playermodel: You can click the text where it says afxCam and it will switch between the POV camera and your SFM work camera which you will use to edit things in. Go the tab under the preview window where it says Work Camera and press the drop down menu on the right side. agr file is too big (you recorded for too long). Right click the camera>rig>advancedfx_import_gamerecord We only need that "camera1" to import the. agr animations are going to start when we import them. On the timeline drag it back to the start of the clip, this is where the. Right click>create animation set for new camera Put the files in Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\platform\scripts\sfm\animsetįirst thing you need to do is add a camera in the Animation Set Editor. Set the framerate to 30 (anything else is too big for SFM to handle) and record streams. If you want you can record a stream as well just to make sure you have the right fov settings and everything lines up: mirv_streams add baseFx base The commands you need to do in CSGO are: host_timescale 0 There are a few different mirv_streams camera options in HLAE.
Models for source filmmaker how to#
How to get a POV camera and player animations in SFM: Now you can open SFM and load in your map. Go to SourceFilmmaker>game>usermod>gameinfo.txtįind the bit where it says SearchPaths, add a line that says "Game csgo". You can change the settings to Fast and Fast if you don't want to wait but it won't look as good. bsp.įile>Run Map and change the settings to Normal and Normal. Open the SFM SDK through Source Filmmaker (NOT THE CSGO SDK, OR THE MAP WON'T WORK IN SFM), open the Hammer editor, and open the. (If you are putting a custom map in SFM instead of an official one, you'll probably need to extract the extra textures etc. That's Steam>steamapps>common>SourceFilmmaker>game>csgo. Extract ALL THE FILES into the SFM folder. Go into Steam>steamapps>common>Counter-Strike Global Offensive>csgo and open pak01_dir.vpk. If it isn't an official map you want to use, you'll have to decompile it using BSPSource
Models for source filmmaker download#
Luckily you can download the official map. vmf file in the Source Filmmaker SDK and compile it into a. We have to translate - we'll decompile the original. That's like trying to speak French to someone who only speaks Russian. SFM doesn't come ready to use CSGO the same way you can just load up any Team Fortress 2 map. You need to save the maps you want to use in a way that SFM can understand. I've learned a little bit about it, hope this helps! How to get a CSGO map into SFM: If you don't know anything about SFM it can be pretty confusing.