Source Filmmaker

Source Filmmaker

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Bone Flex Drivers: Map bones to flexes!
   
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Script
Tags: SFM
File Size
Posted
Updated
81.189 KB
19 Sep @ 3:36pm
20 Sep @ 3:08pm
2 Change Notes ( view )

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Bone Flex Drivers: Map bones to flexes!

In 3 collections by KiwifruitDev
KiwifruitDev: SFM Scripts
9 items
KiwifruitDev: All Source Filmmaker Items
13 items
Autoinit Manager Compatible Scripts
13 items
Description
Map bones to flexes, just like shape key drivers!
This script replicates the $boneflexdriver QC command for use in Source Filmmaker.
This allows you to control flexes automatically using a bone's position or rotation, replicating the shape key driver/control bone feature found in Blender.
Setup
(Optional) Install Autoinit Manager and activate this script within it.
Otherwise, open the Bone Flex Drivers Window by clicking "Scripts" at the top menu bar -> "kiwifruitdev" -> "bone_flex_drivers"
Inside of the Bone Flex Drivers Window, select a shot and an animation set.
Each bone flex driver will be listed in the window, where you can select and edit their properties.
Usage
Click "Add" to add a new bone flex driver using a bone and flex, though flexes cannot be shared between multiple drivers.
After setting up a bone flex driver, you may choose an axis (X, Y, or Z), set which movement type to use, and set the minimum and maximum values for the bone.
The "clamp" option is available to restrict the flex value between 0 and 1, and you may also set minimum and maximum flex values.
The flex value will be calculated based on the bone's position or rotation within the specified range, even without the script running.
Known Issues
When using an animation set affected by a rig script with bone flex drivers, you may face crashes in SFM.
Also, the bone axises Y and Z have not been fully tested. Please report any issues you find.
Development
If you are a developer, check out this script on GitHub[github.com].
License
This script is licensed under the MIT License[github.com].

Includes:
sfm\mainmenu\kiwifruitdev\bone_flex_drivers.py
23 Comments
KiwifruitDev  [author] 24 Sep @ 3:01pm 
Thanks :)
Sorry it's taking a bit for me to finish this next update ^^;
Deception 24 Sep @ 8:51am 
wow you are so talented
KiwifruitDev  [author] 23 Sep @ 1:22am 
Sorry, I canceled it in July after numerous development resets and generally lack of motivation
I hope you understand, for now I'm working on SFM scripts again
Joel 23 Sep @ 12:49am 
did you cancel the director's cut project or something?
KiwifruitDev  [author] 22 Sep @ 3:51pm 
Maybe lol
sans 22 Sep @ 3:07pm 
Now we need a script tool to make SFM look good and actually be optimized frfr trusttttt
KiwifruitDev  [author] 22 Sep @ 1:51pm 
Thanks, I'm working on trying to fix an issue with this atm involving bones on models that are rotated towards 179° (making the flex wrap around)
Alongside some new scripts I want to publish too :)
terminamus 22 Sep @ 1:20pm 
damn this guy release only masterclass👍
KiwifruitDev  [author] 21 Sep @ 12:02pm 
It's intended to be used with models that have flexes for joints, like in the example video
Hope this helps
Harbinger 21 Sep @ 5:45am 
How do I use it?
I've tried selecting a bone but the flex didn't show