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How to get Gmod ports to move the eyes in SFM
Hi um, I ported a model from Gmod that had eyes that you can move. Only the local view point is available but when I mess with it, it won't move. Is there a way I can fix it and add a thing where I can move the eyes up down left and right?
Last edited by Master of the Jack Bros; 22 Jun, 2019 @ 8:38pm
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Showing 1-13 of 13 comments
Zappy 22 Jun, 2019 @ 11:59pm 
Source Filmmaker relies on a model having "eyes_updown" and "eyes_rightleft" flex controllers/sliders for Source-type eyes to work correctly.

Provided that you have the model's source (non-compiled) files (DMXs/SMDs(/VTAs), a QC file, et cetera), you can add the following line within $Model in the QC file, and then re-compile it for Source Filmmaker to support the eyes properly:
FlexController X Range -45 45 eyes_updown eyes_rightleft
(You could add it right below the Eyeball statement lines, for example.)


If you don't have access to the model's source files, you may have some luck with de-compiling the model using Crowbar to still get access to the needed files. Just be aware that, particularly when flexes are involved, this process isn't always flawless.
Last edited by Zappy; 22 Jun, 2019 @ 11:59pm
Originally posted by Zappy:
Source Filmmaker relies on a model having "eyes_updown" and "eyes_rightleft" flex controllers/sliders for Source-type eyes to work correctly.

Provided that you have the model's source (non-compiled) files (DMXs/SMDs(/VTAs), a QC file, et cetera), you can add the following line within $Model in the QC file, and then re-compile it for Source Filmmaker to support the eyes properly:
FlexController X Range -45 45 eyes_updown eyes_rightleft
(You could add it right below the Eyeball statement lines, for example.)


If you don't have access to the model's source files, you may have some luck with de-compiling the model using Crowbar to still get access to the needed files. Just be aware that, particularly when flexes are involved, this process isn't always flawless.

Can you provide a video or step by step instructions? It’s easier for me to understand that way. Sorry if this sounds like I’m being rude.
Zappy 23 Jun, 2019 @ 10:05am 
Originally posted by Gaming Inkling:
Can you provide - step by step instructions? -
Download and install the latest version of Crowbar, open it, switch to the "Decompile" tab, set "MDL input" to "File" with the model in question as the path, set "Output to" to "Work folder" with whichever path that you want the model to be de-compiled to, and then click on the "Decompile" button to de-compile the model.

Once that's finished, open the resulting de-compiled QC file using a raw text editor, such as Notepad or Notepad++. Find the $Model statement, and then the two Eyeball statements slightly below $Model.
Then make a new line below the second Eyeball statement, with the new line saying this:
FlexController X Range -45 45 eyes_updown eyes_rightleft
Save the changes to the file.

After that, open Crowbar again, switch to the "Compile" tab, set "QC Input" to "File" with the edited QC file as the path, set "Output to" to "Game's 'models' folder", set "Game that has the model compiler"(?) to "Source Filmmaker", click on the "Compile" button to re-compile the model, and wait for that to finish.

If all goes well, you should get a model with properly-working eyes afterwards.
Originally posted by Zappy:
Originally posted by Gaming Inkling:
Can you provide - step by step instructions? -
Download and install the latest version of Crowbar, open it, switch to the "Decompile" tab, set "MDL input" to "File" with the model in question as the path, set "Output to" to "Work folder" with whichever path that you want the model to be de-compiled to, and then click on the "Decompile" button to de-compile the model.

Once that's finished, open the resulting de-compiled QC file using a raw text editor, such as Notepad or Notepad++. Find the $Model statement, and then the two Eyeball statements slightly below $Model.
Then make a new line below the second Eyeball statement, with the new line saying this:
FlexController X Range -45 45 eyes_updown eyes_rightleft
Save the changes to the file.

After that, open Crowbar again, switch to the "Compile" tab, set "QC Input" to "File" with the edited QC file as the path, set "Output to" to "Game's 'models' folder", set "Game that has the model compiler"(?) to "Source Filmmaker", click on the "Compile" button to re-compile the model, and wait for that to finish.

If all goes well, you should get a model with properly-working eyes afterwards.

It won’t let me open Crowbar. I downloaded it from Google Drive and I keep pressing open. There’s a box that opens and closes for a split second and asks me if I want to open it again
Zappy 23 Jun, 2019 @ 10:32am 
Originally posted by Gaming Inkling:
It won’t let me open Crowbar. -
If you're running Crowbar directly from the download, it's possible that Crowbar might be having a problem with being run directly from its Zip archive. Try to extract/copy all of the downloaded Crowbar files into a folder that doesn't have anything else in it.
Originally posted by Zappy:
Originally posted by Gaming Inkling:
It won’t let me open Crowbar. -
If you're running Crowbar directly from the download, it's possible that Crowbar might be having a problem with being run directly from its Zip archive. Try to extract/copy all of the downloaded Crowbar files into a folder that doesn't have anything else in it.

I actually got into it via winrar

I’m trying to decompile it. I don’t see $model
Zappy 23 Jun, 2019 @ 10:49am 
Originally posted by Gaming Inkling:
- I’m trying to decompile it. I don’t see $model
$Model is part of a QC file. You get a QC file by de-compiling a model. If you're "trying to" de-compile a model, you won't have the QC file yet, therefore also not $Model.
Originally posted by Zappy:
Originally posted by Gaming Inkling:
- I’m trying to decompile it. I don’t see $model
$Model is part of a QC file. You get a QC file by de-compiling a model. If you're "trying to" de-compile a model, you won't have the QC file yet, therefore also not $Model.

No I mean do I put the entire folder in the MDL Input or a certain file from the folder? And do I use a file from the model folder or the material folder because there’s more than one file in the folders?

I’m sorry if this is pissing you off. I know you’re trying and it is helping. It’s just my mind is... weird and I learn and understand things better from a visual demonstration. :(
Zappy 23 Jun, 2019 @ 11:01am 
Originally posted by Gaming Inkling:
No I mean do I put the entire folder in the MDL Input or a certain file from the folder? -
A model consists of (at least) these files:

-/materials/*.vmt
-/materials/*.vtf
-/models/*.dx90.vtx
-/models/*.mdl
-/models/*.vvd

(You can often see a -/models/*.dx80.vtx, -/models/*.phy, and -/models/*.sw.vtx file, too, but the above ones are the ones used by Source Filmmaker.)
The files in -/models/ will (usually) all have the "*" being the same thing.

The file that you should stuff into Crowbar to de-compile a model is just the -/models/*.mdl one. (This is the same as the one that you find in Source Filmmaker's model browser when spawning a model.) Just ignore the rest.

(The above stuff is probably way more than what you asked for, so I blacked it out; Hover your mouse over it if you want to read it anyway.)



In short, find the MDL file that gets shown to you in Source Filmmaker's model browser, and then put that MDL file into Crowbar. (Just the -/models/*.mdl file.)
Originally posted by Zappy:
Originally posted by Gaming Inkling:
No I mean do I put the entire folder in the MDL Input or a certain file from the folder? -
A model consists of (at least) these files:

-/materials/*.vmt
-/materials/*.vtf
-/models/*.dx90.vtx
-/models/*.mdl
-/models/*.vvd

(You can often see a -/models/*.dx80.vtx, -/models/*.phy, and -/models/*.sw.vtx file, too, but the above ones are the ones used by Source Filmmaker.)
The files in -/models/ will (usually) all have the "*" being the same thing.

The file that you should stuff into Crowbar to de-compile a model is just the -/models/*.mdl one. (This is the same as the one that you find in Source Filmmaker's model browser when spawning a model.) Just ignore the rest.

(The above stuff is probably way more than what you asked for, so I blacked it out; Hover your mouse over it if you want to read it anyway.)



In short, find the MDL file that gets shown to you in Source Filmmaker's model browser, and then put that MDL file into Crowbar. (Just the -/models/*.mdl file.)

That’s much better. :) I’ll see what happens
Originally posted by Zappy:
Originally posted by Gaming Inkling:
No I mean do I put the entire folder in the MDL Input or a certain file from the folder? -
A model consists of (at least) these files:

-/materials/*.vmt
-/materials/*.vtf
-/models/*.dx90.vtx
-/models/*.mdl
-/models/*.vvd

(You can often see a -/models/*.dx80.vtx, -/models/*.phy, and -/models/*.sw.vtx file, too, but the above ones are the ones used by Source Filmmaker.)
The files in -/models/ will (usually) all have the "*" being the same thing.

The file that you should stuff into Crowbar to de-compile a model is just the -/models/*.mdl one. (This is the same as the one that you find in Source Filmmaker's model browser when spawning a model.) Just ignore the rest.

(The above stuff is probably way more than what you asked for, so I blacked it out; Hover your mouse over it if you want to read it anyway.)



In short, find the MDL file that gets shown to you in Source Filmmaker's model browser, and then put that MDL file into Crowbar. (Just the -/models/*.mdl file.)

It worked! I can move the eyes! But barely. The local view target factor doesn’t work, the eye convergence moves them to the center and the up, down, left, right sliders only move one centimeter. Is there anything I should be concerned about?
Zappy 23 Jun, 2019 @ 12:48pm 
Originally posted by Gaming Inkling:
- I can move the eyes! But barely. - the up, down, left, right sliders only move one centimeter. Is there anything I should be concerned about?
Make sure that the numbers for the "eyes_updown" and "eyes_rightleft" flex controllers are -45 and 45, not 0 and 1 despite the fact that most/all other flex controller use 0 and 1.

If the eye flex controllers use -45 and 45, and it still doesn't work right, try -90 and 90 instead. If even that doesn't work, the eyeball centres are likely not far enough back into the head, but fixing that is a little outside the scope of this comment.
Originally posted by Zappy:
Originally posted by Gaming Inkling:
- I can move the eyes! But barely. - the up, down, left, right sliders only move one centimeter. Is there anything I should be concerned about?
Make sure that the numbers for the "eyes_updown" and "eyes_rightleft" flex controllers are -45 and 45, not 0 and 1 despite the fact that most/all other flex controller use 0 and 1.

If the eye flex controllers use -45 and 45, and it still doesn't work right, try -90 and 90 instead. If even that doesn't work, the eyeball centres are likely not far enough back into the head, but fixing that is a little outside the scope of this comment.

Unfortunately that didn't work either. But hey, now I know how to do this if I want to do it with another model. Thank you
Last edited by Master of the Jack Bros; 23 Jun, 2019 @ 1:04pm
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Date Posted: 22 Jun, 2019 @ 8:37pm
Posts: 13