How to Animate Driving a Car Sfm
animation is hard though. and i'm lazy.
Originally posted by TheNCourt:
animation is hard though. and i'm lazy.
then be upset while nothing gets done
24 Dec, 2017 @ 6:51am
Originally posted by TheNCourt:
animation is hard though. and i'm lazy.
Tough titties I guess lol. You want to make epic videos, you gotta put in the work ;)
lazy? and we gotta do it for you? really? lol
well... to automate it you need a wheel spinning animation loop that cycles the correct distance for one turn. that could sorta auto drive the wheel motion along a curve. to get auto steering wheel you need two procedural bones on the wheels, that react to the steering wheel bone. suspension is something you just gotta animate. there is no auto i can think of. you could maybe create a rigid wheel base / chassis and make the body rotate on it a lil bit, to animate physical forces. all of this involves decompiling or basicly working on a raw model and the qc file.
Last edited by episoder; 24 Dec, 2017 @ 6:59am
Originally posted by episoder:
lazy? and we gotta do it for you? really? lolwell... to automate it you need a wheel spinning animation loop that cycles the correct distance for one turn. that could sorta auto drive the wheel motion along a curve. to get auto steering wheel you need two procedural bones on the wheels, that react to the steering wheel bone. suspension is something you just gotta animate. there is no auto i can think of. you could maybe create a rigid wheel base / chassis and make the body rotate on it a lil bit, to animate physical forces. all of this involves decompiling or basicly working on a raw model and the qc file.
This is good advise.
but is there really no way to hit the record button, but instead of a scout spawning up its a car? i don't know i feel like it's possible.
Absolutely not! You can't do anything else but "playing" old TF2 in game mode.
SFM runs on (a modified version of) old TF2 binaries. TF2 does not have any kind of player controlled vehicles in it, so there's no mechanism for controlling them.
Originally posted by Marco Skoll:
SFM runs on (a modified version of) old TF2 binaries. TF2 does not have any kind of player controlled vehicles in it, so there's no mechanism for controlling them.
Well the actual game does have bumper car mechanic I assume but the TF2 inside SFM is very old version like from 2007 with nothing but stock weapons and no cosmetics whatsoever.
I think it's actually a version of TF2 circa 2009 (I believe it's around the time of the Engineer update), albeit still a bare bones version.
In any case, the bumper cars were definitely added way after that (Scream Fortress 2014), and I suspect the mechanics for them wouldn't transfer across well to other vehicles.
24 Dec, 2017 @ 9:06am
The closest you'll get is probably server plugins for stuff like SourceMod for Team Fortress 2 (which won't work with Source FilmMaker) or the "halloween bumper cars" from Team Fortress 2's sixth annual Scream Fortress event. While that is from 2014 with Source FilmMaker's latest official update being at the start of 2015, Source FilmMaker is still based on a pre-8th-July-2010 version of Team Fortress 2*, thus not having the "bumper cars" implemented functionally.
* The Engineer Update was released the 8th July 2010, introducing building-hauling mechanics for the Engineer. Source FilmMaker doesn't have those mechanics.
In Half-Life 2 (which Garry's Mod is probably based on), you can ride in vehicles. In Team Fortress 2, you can't. So no, Source FilmMaker's game mode doesn't support riding in vehicles like that. You have to manually animate how cars drive and such.
TL;DR: No, it's not possible.
Last edited by Zappy; 24 Dec, 2017 @ 9:07am
well... using hammer, you could perhaps...
create a car style brush and dynamic prop entity group that could behave like driving. i think that'd involve a bunch of logic entities and console macros and key binds to get this done.
How to Animate Driving a Car Sfm
Source: https://steamcommunity.com/app/1840/discussions/0/1621724915782768974/
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