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For this lesson, since they are included with the standard SFM package, we'll be using a playermodel from Team Fortress 2, which can be found in tf-movies. Simply type in the name of the model you wish to use, and the list will be filtered out to include only models with that keyword. The best and easiest way to find a model is to use the search bar below the model listings. Now that we're here, time to choose a model. While each panel has its uses, you only need to focus on two parts of the window the model list (bottom left) and model viewer (top right)Īlright. While there is a lot to this window, don't freak out. For this lesson, you only need to click on "Creat Animation Set for New Model." Alternatively, you can right-click the box and the same options will appear.Ī window will pop up that should look something like this Clicking on it will reveal a few different options, all of which spawn different entities.

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You may have also noticed a small plus (+) symbol on the top of this box. This is where all of your spawned elements appear for selection. Notice this empty box on the left side of the screen? This is known as your Animation Set Editor. Now that your map of choice is loaded, there's one last thing we need: an actual model to pose! For this lesson and all lessons going forward, I will be using one of the default maps, stage.bsp, found under tf-movies. To do this, right click the viewport and select "Load Map." From there, select whatever map you want to use from the list that appears.

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Welcome to the world of Source Filmmaker (SFM for short)! SFM is a freeware animation engine created by Valve, creators of the popular Half Life, Team Fortress, and Portal series of games!īy this point, you will likely have already started SFM and started a new sequence from the pop-up menu that appears on startup.Īfter starting your sequence, the first thing we need to do is load a map to use for your render. SFM: A Visual How-To Michael Lessing Presents Source Filmmaker (SFM) A Visual How-To Section 1: Models and Posing






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