This site contains documentation of the various things I have happened to invest some time into investigating and decided to make documentation for
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I believe that specific kind of knowledge in the right hands can do a lot of good things, so I decided to document things I know about. The things I know are very niche and I’d be shame if that information would happen to just dissapear one day.
I have decided to use 3kliksphilip’s approach to tutorials, based on his old Hammer World Editor tutorial series. Raw simple knowledge that you can kickstart yourself from to do many things. As this knowledge is supposed to create a starting point for you, it is recommended to study more than just the documentation located on this site.
It is highly encouraged to fork and expand on the knowledge and information located on this site.
Drop both your model and all relevant textures inside the “blendersfm” folder. I have my CanMan Blender file and Texture.png in mine. Save the Blender Source Tools zip file into your “blendersfm” folder for easy access. Creating a Source compatible model. For this demo I’ll be making a man made out of cans.
List of documentation
Backing up MySQL database on Linux with rclone and Azure Blob Storage
Mounting Onedrive with Rclone mount on startup with Systemd
Changing dynamic or static IP to dynamic or static IP on RHEL based Linux
Network booting CentOS 7 via iPXE and Windows IIS by chainloading iPXE via on-board PXE ROM
Reverse Engineering TP-Link TL-WA901ND firmware and obtaining the filesystem
Migration of RHEL system to a new server (CentOS 7)
Fixing Ubuntu VM on Hyper-V stuck in read-only mode after hot backup or live migration
Booting to Windows remotely on dual-boot CentOS 7 system
Using Windows applications with the Windows Subsystem for Linux (WSL) Linux filesystem
Using Windows Deployment Services (WDS) with iPXE
Adding AWS Shell to Windows Terminal
Migrating a physical server or a VM from a different hypervisor into a new VM
Connecting to Hyper-V VM console via RDP
Converting a Hyper-V VHD/VHDx to VMWare Workstation VMDK
Using VMWare Workstation VMDK image in ESXi
Routing all traffic through OpenVPN client on Windows
L2TP with IPSec Point to Point VPN setup on Mikrotik
Deploying pfSense on a system with a single network interface using VLANs on Dell Wyse D90D7 Thin Client
World of Warcraft
WoW data extraction resource sheet
Recognizing WoW files with no listfile or extension
Source Engine and Source Filmmaker
Importing Source Engine models into a 3D program
Putting your own model into SFM (very simplified)
Getting the best image quality out of SFM
SFM Depth of Field Post-production
Exporting SFM animations to Blender and 3DS Max, or how to use SFM as an animation tool
Sfm To Blender Rig
Bootstrapping Powershell commands to 3DS Max’s Maxscript to send notifications
Applying Turbosmooth on an already rigged mesh in 3DS Max
Combining multiple skinned meshes into a single mesh while keeping the skinning in 3DS Max
3DS Max and Blender interoperability
Sfm Models To Blender
If you’re a long time user of Source filmmaker and you recently migrated to a new application like Blender, Maya or 3DS Max, you might encounter some pretty painful migration pains and wish you could still use SFM even when its too limiting for your workflows.
But do not worry! You can actually still animate in SFM and then render in the application of your choice, if you’re willing to jump through a lot of hoops that is.
This guide ASSUMES that you’re at least somewhat familiar with either Blender or 3DS Max and Source engine/Source Filmmaker.
It is not recommended to use this kind of workflow and you should preferably learn the animation system of your corresponding 3D application. Its recommended to fully go through this document before following anything in it.
You cannot export the entire scene animations and your animation will be in the Y axis up coordinate system. You can only export the animation of an individual model and your skeleton should contain a root bone.
Knowing how to get your model into SFM
Blender Source Tools: http://steamreview.org/BlenderSourceTools/
3DS Max Source Tools: https://knockout.chat/thread/806/1
Preparing your model and scene
When starting a new scene, you should always set it to the target frame rate you will render your final scene in. Depending on what you’re animating, you can exclude some bones from the model in order to keep it simple, but the bone structure should stay the same. Please keep in mind that the Source engine has ton of limitations. One such limitation is Bone Weights Per Vertex Limit and you should keep that in mind. Do not use
rootTransform as it doesn’t get exported.
Before exporting, remove any constrains and IK rig on your animation set.
Sfm To Blender 2.8
Exporting and importing the animation
So you have finished animating and you’re ready to export your animation.
Trim your shot to the amount you want to export, select all of the bones, right click on it and select
Export Animation. This will open the animation export menu. You should select
Trim To Shot as trim type and make sure you enable the Ascii option for export as the tools can’t handle binary DMX files.
Importing the animation into Blender
For Blender, first load up your model into the scene, import the DMX animation, fix the bone rotation and thats it.
Importing the animation into 3DS Max
Start with a completely blank scene and import the DMX animation with the Source tools plugin installed. After importing the animation, you need to fix the rotation of the root bone as 3DS Max is using the Z up axis system and the animation is exported for the Y axis system. If you used the Biped system for your initial model skeleton and then used the IK system in SFM, you also need to clone and rename the pelvis bone to be the root bone. Something like
Bip001 Pelvis => Bip001.
Sfm To Blender 2.82
After that’s done, export the scene as FBX with the default settings and import it into your scene with your model that you want to apply the animation to. When you get FBX Import dialog, under
File Content option, select
Update animation. Yes that’s the proper way to do it. If you’re using Biped, make sure your biped skeleton is not in figure mode. You might need to adjust specific frames if you use IK resolvers, since it can make things spaz out.