

notice how I didn't make the region green after using the round preset. Though you may also see that the arm moves rather slowly. You will now notice that the arm in my example smoothly rolls up into its waving position, without a static teleport. Now that we have the region ready with the transition ramps (as I like to call them), slide the Round slider all the way to the right. However, we only need to use the "Round" slider at the bottom. To do this, we need to refer to this window, next to the viewportĪll of these sliders have different effects, but all can apply transitions between poses. These are the transition regions, and will be used to smoothly go from one pose to another. You will now see new parts on the region. Now drag your mouse over the region, hold shift, and scroll up. Mark the edges of your time selection by right clicking and selecting "mark time selection edges." Now drag your region over one of the marks as shown below With your new pose made, time to make it animate! For my example, I had my character start a wave position, but any pose that you made will work.

Now take your TF2 model that you posed in lesson 1 and give it a brand new pose in this zone of time.

Now that we have our sized region in place, place your playerhead over that region so that you can see your changes at all times.
Source filmmaker tutorial how to#
Now that you know how to edit the size of the region, change it and place it anywhere on your timeline, preferably within the first 5 seconds of the clip. This is how we start preparing for motion-editor animation. If you hover the mouse over that region, you can grab the edge and drag it wherever we want. These arrows indicate that the region is going continuously in one direction, depending on which side has the arrows. You'll see small arrows that point in that direction. Look to the very left or right of the timeline. Now that we know the basics of how the Motion Editor works, time to get into the advanced stuff. These two options can only be done while the region is orange. Press Escape (Esc) to cancel the changes in the event that you make a mistake. Press enter to apply the changes and have them baked onto the timeline. In this state, you can do one of two things: 1. This signifies that the animation changes are in an "unsaved" state. You may have noticed when posing your model in the motion editor that whenever you move a bone, the green region will then have turned orange. To start the motion editor, click the middle button on the editor select, on the left just above the timeline. This way you can choose which editor will be the simplest for you when animating. It is for this reason that I'm going to split this lesson into two sections, each will explain the process of one of the two editors and how you animate with them. These editors, while both capable of animation, both have their own unique animation processes.

You will recall in the posing lesson that I breifly went over two different editors that you can find on the timeline: the motion editor, and the graph editor. The process of animation in SFM is largely dependent on how you go about it. This tutorial will help you through the very basics of animation to get you started. That said, however, animation can still be a difficult and time-consuming process, especially for those that are new to it. We have now applied an IK rig for our model, meaning animation and generally posing will be made a lot easier. SFM: A Visual How-To Michael Lessing Presents Source Filmmaker (SFM) A Visual How-To Section 4: Animation and Editors
