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Rectus 31 Jan, 2020 @ 2:27pm
[Feature Request] [Source 2] Driving morphs from keyframe animations
I noticed that morph channels in Source 2 can be driven directly from DMX animation files.
It is possible to export these animations from SFM, and there are some official DMX sources that use them, like the animations for \dota 2 beta\content\dota_addons\overthrow\models\props_structures\midas_throne\kobold_overboss.vmdl

It would be a nice addition to BST if it could export the keyframes of shape keys as DMX animations. Ideally together with skeletal animations in the same file.

Edit: (Unless it already supports this and I'm screwing up somewhere).
Last edited by Rectus; 31 Jan, 2020 @ 2:46pm
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Showing 1-4 of 4 comments
Artfunkel 4 Feb, 2020 @ 4:07am 
If I understand you correctly, this is already supported by the Vertex Animations feature. You can add one from the Source Engine Exportables panel.
Rectus 4 Feb, 2020 @ 5:11am 
Unless I'm setting it up wrong, that seems to generate additional morph channels and drive those using a joint.

The kobold model above drives the morph channels directly with a DmeChannel with float values using the flexWeight attribute instead of position.

I managed to make and export an animation using this method from SFM, and I think Valve animated that kobold model using SFM as well:
https://twitter.com/rectus_sa/status/1223578875982073856
Artfunkel 4 Feb, 2020 @ 5:42am 
Oh right, that stuff. It was never supported for game animations before, only SFM, but it looks like that has changed now. Can you upload the DMX files for your model and animation above?
Rectus 4 Feb, 2020 @ 5:49am 
Sure, although the official model probably shows it better.
https://drive.google.com/open?id=1LNy7OFBlvopoYzmkTGnvbtMXlD3TDI-z
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Date Posted: 31 Jan, 2020 @ 2:27pm
Posts: 4