Source Filmmaker

Source Filmmaker

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MDL Animations and stuffs
By sprobgik
This is a guide where you can learn from my knowledge on how to do things with source epicly. Despite it being easy for me for the most part nowadays, the people learning from here might not be able to do it too great. But i guess its ok, if it works it works.

Required programs:

Blender (paired with blender source tools, free animation and modelling software)
and Crowbar (decompiling and compiling tool)

Optional:

SFM (just cuz if you wanted to animate stuff in there you can always use this. do be reminded some of them will be scuffed compared to what it looks like in the program.)

anyways
   
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Normal Sequence: SFM or Blender
This is where you wanna learn how to animate. If you're bad at it, just keep going at it and learn a couple things if required.

To apply the source tools plugin, go to preferences and go to addons, then search "Blender Source tools" and enable it by clicking the box on the right, make sure it has a check mark

To look at the animations in blender, hover over the timeline and press in combination: Shift + F12,
and it'll bring you to the dope sheet. Now click on the part where there's keyframe icons and the words "Dope sheet" written, and then click Action editor. It'll allow you to look at multiple other animations as if they were separate sequences in a model.

SFM version:

  • 1, Decompile the model you wanna animate, make sure the decompile folder is somewhere valid
  • 2, Animate the model you wanted to animate
  • 3, Export the animation as DMX into a folder you wanted to put it in
  • 4, Go into Blender and Import the DMX from the folder you put it in
  • 5, Fix the Animation orientation a bit (normally starts with the body in the floor), maybe fix some other stuff about it
  • 6, Set the Export mode to SMD and Export it into the Folder you decompiled the model in
  • 7, Go into the QC File (as notepad or some other thing) and paste the lines that'll appear in the bottom of this section, make sure to edit it.
  • 8, Compile the model and preview the model in SFM's Model Viewer

Blender version:

  • 1, Decompile the model you wanna animate, make sure the decompile folder is somewhere valid
  • 2, Import the QC Using the Source tools (somewhere upper left)
  • 3, Apply some IK's (usually requires some other way of making the bones connected) and then animate the Model (hide the actual models if you'd like to)
  • 4, Set the Export mode to SMD and Export it into the Folder you decompiled the model in
  • 5, Go into the QC File (as notepad or some other thing) and paste the lines that'll appear in the bottom of this section, make sure to edit it.
  • 6, Compile the model and preview the model in SFM's Model Viewer

Normal Sequence Base:

make sure to remove the // and text, and make sure to press tab behind all the main components of it

$sequence "Animname" {
"anims\anim_name.smd" //anim location, change it up a bit
fadein 0.2 //controls how fast it fades in when transitioning to another anim
fadeout 0.2 //same as above but fades out
fps 30 //modifies the speed of the anim
loop //i dont think this does anything
}
Multi-directional Sequences
So basically, this is the animation that you usually see on your everyday playermodel when you walk.
anyway

Setting it up:

  • 1, Make a folder for the model that you wanna animate and decompile it there
  • (sfm) 0.5, Load the model you wanna animate
  • 2, Make some Animations in either program (sfm or blender) that contain multiple different directions (North, Northeast, East, Southeast, South, Southwest, West, Northwest), you can use the north part that you made as a base for the other directions
  • (sfm) 2.2, Export all the animations as DMX again
  • (sfm) 2.5, Import them in Blender
  • (sfm) 2.8, Fix up the animations and orientation
  • 3, Export the Animations into the folder you decompiled the model
  • 4, Go into the qc and copy some stuff that'll appear in the bottom of the section
  • 5, Copy some more stuff that'll appear in the bottom of the section
  • 6, Compile the model




QC bases:

make sure to press tab behind all of the main components of them, and remove the //text

4: the $animation that'll consist of multiple other copies with different directions
$animation "WalkN" "anims\walk_N.smd" {
fps 30 //speed of anim
loop //does nothing but keep it
walkframe 900 LX LY //makes the animation seem like its staying in place if the root moves, value is end frame of root movement or animation
}

5,
$sequence "Walk" {
"WalkNW" //anim
"WalkN" //anim
"WalkNE" //anim
"WalkW" //anim
"WalkCenter" //anim
"WalkE" //anim
"WalkSW" //anim
"WalkS" //anim
"WalkSE" //anim
{ event 7001 18 "left" } //i think these two are footsteps but they haven't done anything for me
{ event 7001 16 "right" }
blend "move_y" -1 1 //movement directions, you can invert them if you mistakenly confused east with west or north with south
blend "move_x" 1 -1 //same as above
fadein 0.2
fadeout 0.2
fps 30 //speed of anim
loop
}
2 Comments
AdrielElGato 15 Oct @ 4:34am 
Just what i needed, thanks :lario:
Hades 6 Feb, 2024 @ 3:07pm 
This taught me how to finally import my own custom sequences from Blender to SFM. Thank you kindly. The guide is short and sweet. Gets to the point quickly and is very clear to follow.