Tutorial Tutorial Custom animation into source film maker using Maya
Hey and welcome to my tutorial tutorial on how to get custom animation into the source film maker. To begin with you want to go into Maya and then open your scene for the character you're going to be animating. I think i'm gonna animate one of the TF2 models. You want to go to File gt; Open. Then browse to your Source SDK Content folder. Then TF gt; Modelsrc gt; Player. Then pick a player you're going to animate. I think i will use the Scout Then Parts gt; Maya. And open one of these files. The rig file has the rig which you can animate with in Maya and everything, but i'm pretty pants at Maya so i will just the reference file and animate it in something else. So i'll open this file, Then we'll want to export it as an FBX file which our other programme can read.
So we'll just save this uh. scoot.FBX Export. And ignore this error that comes up. Then you'll want to import your FBX file into the animation programme which you're going to be using I like to use Motionbuilder for characters. So we'll just go to File gt; FBX Import. Import our Scoot. And then just begin animating, there's other tutorial tutorials on how to use this programme so i'll just pick it up when i'm done animating. Okay, we've got an animation on our Scout here which we want to get into the source film maker.
So to begin doing that, we're going to go to File gt; Export. Export it as an FBX file. I'll just call it Scout_Dance.FBX Export, overwrite yes. Then we'll go back to Maya. And just import that file we just made. Hit Import. And then you'll want to go down here and resize your timeline, so you can see all your animation. And then just check if it looks okay.
Yeah that looks good. We'll put it in source film maker. So just go to File gt; Export All. Then change your format to valve dmx. Then save it somewhere. I will call it scout_dance aswell. It will take a while to just render the animation. And then we will go into source film maker. Okay now we're in the source film maker, and the first thing you want to do is spawn as the class you want to animate. So go to your viewport, press F11 then F10. And spawn as the class you're going to animate. Press F11 then F10 to get back to your editor. record take. Uncheck these top 3 options which are checked by default.
And hit Record. And just wait a second. and hit F11 and F10 again And we have. me as a Scout. Then you will want to go to your Timeline, click the shot, rightclick gt; create animation set. Type in the name of the class you are playing as. Which will be Scout. Go to Animation set editor. You will see by default all these are channels are selected. We don't want that. Otherwise our animation will turn into spegetti when we import it. So you'll want to uncheck them all, by clicking anywhere.
Then hold down CTRL, while you click Body. Arms. Fingers. Legs. Then rightclick gt; Import animation. And then import the file that you saved as a .dmx. Then hit yes. Then doubleclick your shot, you will see the animation set your created doesnt begin at the start of the clip. So just drag this over to where the clip begins. Then we can see our animation is ingame and playing properly. There is something to note here though. Make sure you are definetly standing is in the exact spot you want the animation to play at. Because you wont be able to change it if you have animation on your hips
Maskarad Makerless motion capture solution Easy retargeting in Maya
In this tutorial, we will learn how to easily use the data provided by Maskarad, DiOMatic's automatic markerless facial performance capture solution, in maya. We have a head here which has been set up with blend shapes as we can see here. We have some eyebrows deformation; we have some lips motion and so on and so forth. We're going to use a motion capture file that was created with Maskarad, import that motion capture file inside of Maya,
and we will then use a very easy technique to quickly apply the information of the file on the head; a technique called motion re targeting. Firstly go into File, Import, and import the .fbx file. If you want to do more advanced motion re targeting, you could configure the references and namespace options to create a non destructive setup for motion re targeting. but for now we're just going to load the .fbx file and choose Add and Update Animation.
We're then going to set the scale factor to decimeter, so that the imported file properly matches the size of my scene here; I hit Import and we can see a head being imported. This new head object has fully animated Blend Shape values, but as you can see, they are not deforming the object. If we look here we can see all of the various animation curves for the different shapes that were imported in the .fbx file. This here is the motion capture data exported from Maskarad, as Blend Shapes.
To quickly and easily transfer that motion, we will use a simple feature available in the Graph editor, which is the copypaste of animation curves. We can select, for example, the â€œLips Smileâ€� curve from the Maskarad head object; we will then choose copy. Then select the head model we want to animate, select the corresponding curve, and hit Edit, Paste; and that's it we have just pasted the animation from the Maskarad head to our own model. if I adjust the length of my sequence like this, we can see that our
curve was successfully transferred and that the object starts to deform. This is basically all you need to do, for every curve. So again I'm selecting the imported head again and this time I will choose the Smile, hit copy, select the new head model, and I go to its Smile shape, and again choose edit and paste. Now I go back to the Maskarad head, and go to Eyebrows Surprise, this here is the motion curve for the eyebrows surprise, copy that, then to the Brows Surprise Blend Shape of our head model,
and again click edit and paste. If I just grab the timeline, we can see that the eyebrows are now also deforming as well as the lips. By repeating this operation for the various curves imported from Maskarad, you can easily transfer all of the animation, shape by shape or pose by pose, to your 3D model. You don't necessarily have to do this for every single shape. You can just pick and choose the ones that you wish to transfer