DigitalEro Offline

Source Filmmaker Common Issues

Mon, 23 Dec 2013 11:40:25

Ganonmaster

Missing textures on models (purple/black checkerboard textures) You've loaded a map or model into SFM but to your dismay, your model is covered in black and purple squares. What is causing this? When the Source Engine loads your model, it searches through its folders for the materials and textures that are to be used by the model. When it can't find the right textures or materials, it will apply a default error texture. This texture is a black and bright purple checkerboard so it stands out from the rest of the textures and materials that your would normally find in games. So, it can't find my textures. How do I fix that? First step is to make sure you installed the model and its textured correctly. Look in the materials folder to see if there is nothing out of the ordinary. The next step is to look at the console. You can press the ` key to bring it up. (usually located left of the 1 key on your keyboard) Now be prepared to read some of the output in the console. In this example, the Liara model I'm trying to load doesn't have its materials. If you look at the console output, you can see that the last 20 lines or so consist of the model's name, followed by "material *material_name* not found." This gives me an idea as to which materials it's trying to load and in which folders it's trying to find them. In this case for example I would verify whether the material (VMT file) named asa_arm_liaa_diff.vmt is in the right folder. Sometimes it will give a different console error saying that it can't load certain textures or VTF files. The same process applies. Check to see if the files are there, and place them in the right folders to fix the issue. I made sure that my VTF and VMT files are in the right place, but it still won't load! If you are completely sure that the texture files are in the right place, but the engine can't load them, the VTF files might be of an older version of the Source engine that won't load into Source Filmmaker. In those cases, you can use this guide contributed by Brother Antroz to re-save the textures. I don't see any change when I do any of that stuff! It should also be noted that in order to reload the materials to see your changes, you either need to restart SFM, or type the command "mat_reloadallmaterials" (without the quotes) into the console. (SFM might be unresponsive for a few moments while it unloads and reloads all the different textures and materials into memory)
Mon, 23 Dec 2013 10:42:20

Ganonmaster

Boobs/Butts look weird, broken or are turned inside out when loading models for the first time You load a new model hoping for some sexy boobage, but instead, you get this: How do I fix this? Press play, and the bodyparts will magically bounce into position. What's causing this? The model features procedural bones a.k.a jigglebones. The movement of these bones is calculated automatically by Source Filmmaker. When the model's torso moves up and down, the breast movement will be simulated automatically. Jigglebones work for a lot of different things such as wiggling antennas, bouncy flesh, floppy ears, and so on. When you first load your model, the engine is essentially in a paused state. Meaning it's not simulating any movement. This means that when the model is loaded, no position data has been calculated for the jigglebones. When you press play, the engine starts the simulation and calculates the correct positions for the affected bones and the problem resolves itself.
Mon, 23 Dec 2013 10:28:28

Ganonmaster

Map is missing HDR So you downloaded a map from this site, or elsewhere, drop it into SFM, but when you try and load it, SFM returns with a big fat error: "This map is missing high dynamic range lightmaps. The SFM requires HDR lightmaps to render properly. You can create HDR lightmaps for your map with hammer or vrad." What is HDR? HDR (High Dynamic Range) rendering simulates brightness above that which a computer monitor is actually capable of displaying. HDR gives richer colours and finer gradients than regular light rendering that was present in earlier versions of Source: since bright and dark areas are pushed into white and black, correctly-exposed areas are drawn with a far wider range of values. Why do I get this error? The Source engine has supported HDR since the release of Half Life 2: Episode 1. It relies on DirectX 9 features to simulate HDR. However, until the Source engine also supported an older version of DirectX which did not have the necessary features to enable HDR rendering. This is the reason that up until the latest Source engine version, HDR was optional and that many map makers did not compile their maps with HDR enabled. Source Filmmaker on the other hand uses a new version of the engine. Valve has completely removed support for the older DirectX versions and in order to render at maximum quality, they have made HDR a requirement for all maps loaded into SFM. That's great and all, but I just want to load this map! In its current form, the map you are trying to load will not work. The easiest course of action would be to ask the author of the map to compile it with HDR enabled and hope for the best. Maybe an HDR version already exists, but you didn't see it at first? If the author refuses, you can always attempt to recompile the map on your own. *insert link to map recompiling tutorial here* It's a more advanced tutorial, so it's not recommended for absolute beginners.
Mon, 23 Dec 2013 10:06:05

Ganonmaster

So you're trying to get your bearings in Source Filmmaker (SFM) and need some help figuring something out? That's great! We're here to help. Over the last couple of months, there have been a lot of questions from users regarding basic functionality that may seem straightforward to people who've used SFM ever since release but confusing for those who are only now learning about it. People like you! This thread is meant to tackle many of the common newbie issues. However, before you do anything else, I recommend that you watch Valve's official tutorials on basic usage of SFM. Ofcourse, if you're done watching those, are done reading this thread and still can't figure it all out, please don't hesitate to post a new thread in our support forums with the problems you're experiencing. Using the site's search feature is also recommended. Table of Contents [list:2fl1cfzj][*:2fl1cfzj]Common issues [list:2fl1cfzj][*:2fl1cfzj]Map is missing HDR (This map is missing high dynamic range lightmaps)[/*:m:2fl1cfzj] [*:2fl1cfzj]Missing textures on models (purple/black checkerboard textures)[/*:m:2fl1cfzj] [*:2fl1cfzj]Props don't show up in maps[/*:m:2fl1cfzj] [*:2fl1cfzj]Boobs/Butts look weird, broken or are turned inside out when loading models[/*:m:2fl1cfzj] [*:2fl1cfzj]Some models are transparent/see-through[/*:m:2fl1cfzj] [*:2fl1cfzj]Shadows look grainy, pixely, bad[/*:m:2fl1cfzj][/list:u:2fl1cfzj][/*:m:2fl1cfzj] [*:2fl1cfzj]How to [list:2fl1cfzj][*:2fl1cfzj]How do I turn my animation into a gif file?[/*:m:2fl1cfzj] [*:2fl1cfzj]How do I change bodygroups[/*:m:2fl1cfzj] [*:2fl1cfzj]How do I install models?[/*:m:2fl1cfzj] [*:2fl1cfzj]How do I install maps?[/*:m:2fl1cfzj] [*:2fl1cfzj]How do I add content from other Valve games?[/*:m:2fl1cfzj] [*:2fl1cfzj]How do I import models from the Garry's Mod workshop into SFM?[/*:m:2fl1cfzj] [*:2fl1cfzj]How do I make my animations loop?[/*:m:2fl1cfzj][/list:u:2fl1cfzj][/*:m:2fl1cfzj] [*:2fl1cfzj]Technical/Advanced [list:2fl1cfzj][*:2fl1cfzj]What is a material, what is a texture? (VMT, VTF)[/*:m:2fl1cfzj] [*:2fl1cfzj]What is a mod folder? Editing gameinfo.txt[/*:m:2fl1cfzj] [*:2fl1cfzj]What is an IK rig or rig script? Why should I use it?[/*:m:2fl1cfzj] [*:2fl1cfzj]What are flexes and how do I make them?[/*:m:2fl1cfzj] [*:2fl1cfzj]Compiling models[/*:m:2fl1cfzj] [*:2fl1cfzj]How to recompile maps with HDR[/*:m:2fl1cfzj] [*:2fl1cfzj]How to convert models from XNALara to SFM[/*:m:2fl1cfzj][/list:u:2fl1cfzj][/*:m:2fl1cfzj][/list:u:2fl1cfzj] Note: this is a living document. Content and links will be added as I go along. Some titles above do not contain links, but will be updated when I'm done writing them. Look forward to updates throughout the week.
Mon, 23 Dec 2013 12:09:41

Ganonmaster

Props don't show up in maps / Maps are missing models! You load a map, but for some reason, things like doors, tables, crates and chairs or other large parts of the map are missing. How do I fix this? Right click inside your viewport, navigate to "Draw Game Entities" and enable "Other Entities" and "Particles." Why is this turned off by default? Maps can be really big and the bigger they are, the more stuff there is to render for your graphics card and SFM may slow down to a crawl before you have even started positioning and animating your models. By turning off non-essential stuff, they save on render time among other things. Some models are still not visible after changing the setting! The Source engine hides objects from the level if the player is not close enough. Under the hood, SFM still contains a game, and with that, also quirks like that. When the player entity is too far away from the SFM camera, stuff will disappear because the player is not in range. To fix this, right click your viewport, select "Game" and pick "Teleport Player to Camera." This will move the player entity to the position of the camera, so any object that was on camera but outside of the range of the player will now be visible.
Mon, 23 Dec 2013 16:37:38

Ganonmaster

How do I install models? You just downloaded a zip file with one of the many models or maps that are found on this site, but are unsure what the next step is. First off, you need a program to extract the models/maps from the zip file. You can use WinRar or anything else, but I prefer 7-zip. Next step is finding the folder where your SFM installation is. Your path may be slightly different depending on your installation, but usually it is located in this folder: C:\Program Files (x86)\Steam\SteamApps\common\sourcefilmmaker\game\ The contents of this folder look something like this: You may not have some of the folders that I have, but the most important one is the "usermod" directory. Open it up to see what it looks like. Now pay attention to the following folders: [list:ib7jrxr3][*:ib7jrxr3]maps[/*:m:ib7jrxr3] [*:ib7jrxr3]materials[/*:m:ib7jrxr3] [*:ib7jrxr3]models[/*:m:ib7jrxr3][/list:u:ib7jrxr3] This is where most of the stuff we will be using will go. Now open the zip file with the map/model you downloaded. For example, I just downloaded a zip file containing a few models. It contains the following two folders: Those are the same folders that are found in the usermod folder! So what you want to do, is copy the folders from the zip into the usermod folder. And that's it! You can now add your models to your scene just like you would do with any other model! The same applies for maps. Just copy the the files to the right folders and you're good to go.
Mon, 23 Dec 2013 17:30:23

Ganonmaster

Shadows look grainy, pixely, bad You're setting up your scene, posing your characters, but when you render your final image, shadows look really shitty. Something like this: What's causing this? SFM has a really neat feature called Ambient Occlusion. (often abbreviated to AO) This feature allows you to render higher quality shadows on models than a game could render while you're playing it. The way it does this, is by spending more time on calculating the shadows than it normally would. This will result in a very high quality image. When you're using SFM to set up shots and move around however, you don't want Source Filmmaker to calculate every frame at the highest quality because it would slow down to a crawl and become unusable! Also, when you want to quickly render a test video, you might not want to wait 24 hours for it to complete rendering a 10 minute clip. That's why the quality of motion blur, depth of field and ambient occlusion is set to a very low value by default. The shadows are grainy because your render settings are very low. The grainy shadows are only there to give a rough indication of where the model will receive shadow. There is a feature in SFM called "Progressive Refinement", which will update the image quality in your viewport. It will Progressively enhance the image step by step if you wait for a few seconds and Refine the detail the longer you wait. Ok that's great, but how do I make it look pretty? Increase the samples used for Progressive Refinement. Right click in your viewport and select "Render Settings". In the next window, you want to change the number of samples for Depth of Field and Motion Blur. Keep in mind that if your computer isn't that powerful, you shouldn't set these values too high. The higher the number of samples, the more time and CPU/GPU it will spend on calculating the final look of the image! Higher values are not recommended for older computers. I changed the setting to be higher, but my shadows still look bad! Progressive Refinement will only kick in viewports with an actual camera. (so not the work camera) It will also not start unless you have the Clip editor selected in the timeline. It will not refine if you are in the Motion- or Graph Editor. Higher samples results in smooth shadows:
Tue, 24 Dec 2013 16:29:06

Ganonmaster

How do I loop my animation? It's really simple. In the Animationset editor, select the model/camera/light/bones you want to loop. If you are using the Motion editor, make a selection of the first frame of your animation. Right click, and choose "Copy samples." Then, move your playhead/selection to the final frame, right click, and "Paste samples." If you are using the Graph editor, place a keyframe at the start of your shot if you haven't already. Select and copy that keyframe, move your playhead to the end of your loop, and paste. The first frame of your animation, should now be the same as the last frame. You can see how it looks by playing your animation. Make sure you have "play loop" selected so it will loop back to the start when it hits the last frame. Now that the first and last frame are the same, you might want to edit your animation a bit so that your characters keep moving naturally. Or you can just hit Smooth to make it blend together. Some parts of the body (boobs/butts) just don't match up even when it loops That's probably because those body parts are jigglebones. Their movement is calculated automatically. There's one extra step involved in making them loop. Right click on your animationset, go down to "Utilities" and press "Bake Procedural bones." This will turn the jigglebones into regular bones and "bake" the simulated animation. You can then make them loop by pasting, just like the other bones.
Thu, 02 Jan 2014 15:43:51

Moneyshot

How do I turn my animation into a gif file? Here is how I do it with Photoshop(cs6). When you have your rendered file, import it into PS: A window pops up asking for file, select it, and then you will get the option to cut the clip. But since you have already done this before rendering, just click OK. It should end up looking like this once loaded: If you don't have all the frames at the bottom, go to Window>Timeline to create it. From this Timeline you can change the frame speed and delete/add frames. A reminder, if you set the frame speed to 0s the gif will play at the fastest speed your computer can handle, not recommended! If the filesize ends up a bit too large I usually decrease the image size and then increase it again to lose image quality. Wait with this until you are able to see the final filesize of the gif. And to save it as a .gif we go: From there on you will have this window to play with: I only play with Dither and Lossy in these controls, it has worked so far but I am sure you can find more ways to control the quality. Black and White is recommended if you REALLY need to reduce filesize. And once you got the filesize you want, Save! Play the gif in your browser to make sure it plays correctly before you start sharing it.