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SFM is fucking unusable. How do you export rigs and models from

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Thread replies: 29
Thread images: 4

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SFM is fucking unusable. How do you export rigs and models from SFM assets to something like, say, Maya?
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>>530337
dont use any valve products. they have their own proprietary formats and use shitty loser tools to export and import their shit formats
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>>530337

SFM is only good for making quick & easy porn, nothing else.
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>>530337
Models (.mdl) have to be recompiled into QC or SMD files using Crowbar. Plug-ins for those extensions as well as Crowbar can all be googled. As for rigs....no one knows yet.
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Bump for interest
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>>531373
This. VTFedit works well for converting the textures.
Blender has a sourcetools plugin that allows you to import the fully rigged character after.
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>>531479
So if I want to animate SFM models/rigs the best option I have is transferring them to blender? Or do I have other options?
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>>531508
export from blender to program of your choice.
I don't know if there are equivalent tools to https://developer.valvesoftware.com/wiki/Blender_Source_Tools for other programs.
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>>531529

There's a tool called MESA for Maya. Never used it, but it's Source engine support.
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>>531544
MESA is shit. tried using it to import a model once. it started creating the model vert by vert. every vert took like 0.1 miliseconds which in total took 5 minutes. you can use noesis to export mdl's to fbx though.
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Wish I was better as SFM. Shits so complicated, reading how its one of the easiest doesn't help.

Can't get speed/timing right ever, all my animations are either slow as fuck, too fast, or pop around all over the place.
Would sacrifice a leg for some amazing skills.
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>>531592
>can't get speed/timing right ever

That's just animation, anon. It's not specific to SFM.
Only way to get better is to practice.
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>>531592
You already know what's wrong with what you're doing so it's a good start, anon. If you didn't see anything wrong with your work while it moved like shit you'd truly have a problem.

I studied 2D animation a while ago, now I'm trying to get into 3D and all the software, menus, and options confuse the fuck outta me. I can barely understand what I'm supposed to do.
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Isn't SFM strictly an animation tool used as an easy way to put cinematics into your Source games? I think it's fantastic how you can use raw Source models from basically any Source game and make an animation with them. It really helps if you want to give your mod a professional intro or something.
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how do you make ass jiggles in sfm?
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>>530349

Would that apply to models exported into SFM from a game?

I'm trying to run Motoko in Maya, but don't known shit about exporting the rigs or models

http://sticklove.deviantart.com/art/Motoko-Kusanagi-566591256

https://sfmlab.com/item/967/
>>
Don't use SFM. Use crowbar to decompile the models, then import them into blender then export them to .dbx and animate in an actually good software like maya.
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Okay. I've use crowbar to decompile and imported to blender but there is a fuck ton of groups or blender "objects" for the different pieces of clothing.
I'm guessing this is where the manual adding textures comes into play? Seems the UV maps are there, it's just tedious adding three textures per part.
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>>534829
yes
but I did do some looking around and found a program that made everything easy.
I use it for taking ripped models off facepunch

look up Noesis v417
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>>534870
>it's just tedious adding three textures per part.

Create a node Group (or just a Material) in the Node Editor and then use that as a base (click the little + sign to Clone it) and then all you have to do is change the relevant textures in the Image Texture node

The importer add-on for XNALara actually automates all of that and you can even use the same button, or better yet write your own script since it's such a relatively simple task.
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>>535166
Yeah, I guess I'm just being too lazy
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>>535166
Does the same apply if I'm using a decompiled SFM model?
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>>535166
could I use this instead of blender to go into maya like this anon said?
>>534831
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>>530361
What's good for making slow and hard porn, then?
>>
to
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>>530337
Why would you restrict yourself to mobile quality?
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>>531373
yes, all of SFM's rigs are in the form of weird python scripts. Valve does all their rigging and animation in Maya with their own special in house rigs, and as far as I know none of those are released
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>>535164
This, desu.


Noesis is the goto for ripping game assets.
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>>530337
you're suppoed to do it the other way round
Thread posts: 29
Thread images: 4


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