Steam Workshop: Source Filmmaker. PLEASE DO NOT USE THIS WORKSHOP ITEM TO SELL SFM POSTERS This item was not created by. Hello, I was just wondering if I could get a download link or something for the meet the team ending pose. I also need some help installing that. Official Post from Baldurs Tod: egauteng.info can now export SFM sessions. I also added meet the team poses to egauteng.info that.
This date marked a big change for the Source Filmmaker.
The Source Engine version will still exist and will hopefully continue to recieve updates. It differs from other movie making tools in that you can re-use assets and events from the game world in your productions, It merges the complete workflow of movie creation, editing, motion capture and post processing effects into one system. Source Filmmaker boasts a what you see is what you get approach of movie creation and editing. It doesnt require a render farm cluster, or very expensive compute processors, it functions well on a relatively modern PC.
The 3D recordings you create in the Filmmaker can contain recorded gameplay, objects, cameras, lights, particles, animations, effects, and sounds as well as the motion information for how each element changes over time. Users can harness three main user interfaces for making films with: The Clip Editor is used for recording, editing and arranging shots, which can contain recorded gameplay and user-placed assets. The Clip Editor also allows the user to place and arrange sound files and video filters.
How To Make A Poster
The Motion Editor is used for motion adjustments over time, such as seamlessly grafting two animations together. The Graph Editor is used for editing motion through creating keyframes, this is extremely useful in pose-to-pose animation.
The Source Filmmaker allows users to record and edit motion from gameplay or scratch, as well as record a character many times over in the same scene, creating the illusion of multiple entities. SFM can support a wide range of cinematographic effects and techniques such as motion blur, Tyndall effects, Dynamic Lighting, and depth of field.
SFM also applies motion blur per-object. There is a caveat though, despite the deceptively simple UI, this is a very powerful and complex tool without a lot of safeguards.
We've found that once you get the hang of using light and shadow with a 3D scene, it can really feel like you're painting with light. To get started we loaded up a simple map that was created for "Meet the Pyro".
Since the map was dark, we disabled all lighting in the viewport so we can see better and just focus on the layout. Since we know the camera will eventually be shooting a 3D scene, we place it quickly and avoid refining the framing.
Next we bring in the Pyro and one of the building models that we made for the background in "Meet the Pyro".
Now, using the work camera and the translate manipulator we position the Pyro in a good spot.
Steam Workshop :: Class lineup Session (Meet the Team)
Next, we frame the camera and start rotating the bones, working out from the pelvis. We never translate any of the bones except for the pelvis and the root, otherwise the model will look broken.
We keep refining and adjusting the pose until it starts to feel like what we're going for. We bring in the new community weapon, scorch shot, and place it in the Pyro's hand.
We use the rotation manipulator in local rotate mode to curl the fingers around the gun. Time to add the scout and put him in place so he looks like he just got hit by the flare. Just like we did with Pyro, we rotate each bone until the he is in a good mid air pose. Next we bring in the flare bullet and animate it so that the particles will create the smoke trail properly.
Now it's time to add some lights.