Garry's Mod

Garry's Mod

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Stop Motion Helper
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Content Type: Addon
Addon Type: Tool
Addon Tags: Movie
File Size
Posted
Updated
217.899 KB
6 Dec, 2012 @ 9:01am
2 Feb, 2022 @ 10:11am
21 Change Notes ( view )

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Stop Motion Helper

In 1 collection by Winded
Server
24 items
Description
What is it?
Stop Motion Helper is a tool that is designed to help with making stop motion animations in Garry's Mod. It can save the state of ragdolls and props into frames and animate between them.

Why should I use it?
There are many reasons.
- You can make linear transitions between two positions, and also ease them in and out
- You can store ragdoll and prop positions into frames, so you don't have to make screenshots right away
- You can save all of your recorded frames, so you can come back to your project, change things, and render it again
- You can use it in any ragdoll posing situation to store different poses of your ragdolls

What's new in version 2?
- Frames are now stored seperately for each entity, so they are not locked to all entities
- Frames are positioned in a timeline, very similar to 3D animation programs, which makes frame manipulation much more easier and fluid
- There's a save/load system that works
- The tool is much more stable now

What's new in version 3?
- It is possible to separate modifiers that record properties of entities into separate timelines, like faceposing and posing
- Physics of props and ragdolls can be recorded in SMH with Physics Recorder
- Load menu now has a function to spawn and offset position of saved entities

How do I download it?
Just press that subscribe button up there and play gmod.

How do I use it?
Follow the tutorial[github.com].

FAQ
Q: I press record, but nothing happens!
A: Generally this happens because you didn't select an entity to record the poses of. To do that, bring up SMH menu, and right click on the entity you want to record, which would highlight it with a green halo (Although highlighting doesn't always work, but it still should select the entity)

Q: Why can't I select more than one entity?
A: In the new version, entities are selected for editing their frames. All entities that have any recorded frames are animated automatically, when the playhead is moved or when smh_playback command is used. So if you select one entity, record frames, select another, record frames, both of these entities will be animated.

Q: SMH isn't playing facial animations?
A: If you have the faceposer tool open, it will override any facial changes made when you move between frames with SMH, so you need to unequip the faceposer tool to see the changes.

Q: Command x doesn't work, and I'm getting x error
A: First, make sure the command you use is correct. Most often you may forget the + sign in front of some commands. Check the tutorial to make sure you are typing the commands correctly.
Also, SMH has only been tested on sandbox mode, and most likely doesn't work on other gamemodes. So if you are getting errors and you are not in sandbox mode, disable the addon. Otherwise, leave a comment below including the error you are getting.

Q: Ragdolls don't move when I playback my animation, but their shadows do?
A: This issue is generally caused by desync of the "Don't animate physbones" setting. You can fix that by going to the settings through SMH's menu, and checking and unchecking "Don't animate physbones".

Q: I can't understand the tutorial
A: I know my tutorial making skills are not that good, but if you have some patience to fiddle around with the tool, you get the hang of it and understand it better. There is also a video tutorial available, which can clear things up better.

More extensive FAQ and guidelines for reporting bugs can be found here.

Bug reporting and links
Report any issues in the comments. I may not be responding much, but I do read them frequently.

FP thread: http://facepunch.com/showthread.php?t=1444421
GitHub: https://github.com/Winded/StopMotionHelper
Popular Discussions View All (391)
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3,773 Comments
PenolAkushari  [author] 27 Aug @ 2:28pm 
was that model changed in any way? in case of skeleton changes, SMH tends to mess up the whole model since it loads animations based on entities' bone id's rather than names, so in cases like bone orders being changed, or more/less physical bones being added, it can totally mess it up.

you can observe similar scenario happening if you make an animation with TF2 mercs, then install one of the addons that changes their physics (which are mostly some skeleton shuffling and adjusting physical limits), and try to load that animation onto the merc with different physics
The ragdoll has its limbs in various weird positions. Previously, it was a coherent, if rough, animation.
For some reason, I loaded a saved animation of an old model I'd since uninstalled and reinstalled, and the animation is completely broken.
dim sum un 27 Aug @ 5:04am 
When you pause GMod, there’s a Problems tab somewhere on the bottom right. If you click that, you can see the lua error, as well as a button to copy it to your clipboard. Once you get to that point, try pasting the error into your comment
raymundodiesta 27 Aug @ 4:05am 
uh theres a lua error for some reason idk why but im just telling u if its a problem or a glitch
seby5008 25 Aug @ 12:29am 
thanks
dim sum un 24 Aug @ 6:58am 
Holding the middle click button (scroll wheel) on the keyframe and dragging along the timeline copies a single frame and pastes it to the position of your mouse cursor on the timeline. To copy multiple frames, you need to hold the shift button and select the first keyframe and last keyframe in the sequence you want to copy. Then you do the same thing: hold the middle click button on any of the keyframes and drag the mouse along the timeline. Note that any keyframes pasted on top of another will override it
leader of the chicken wings 24 Aug @ 6:27am 
Great mod
seby5008 24 Aug @ 2:08am 
how do i paste copied keyframes? i didnt see it in the tutorial
dim sum un 23 Aug @ 5:38pm 
The command may be mistyped. In the console, type `smh` or `+smh` (w/o quotes), and press your up and down arrow keys to view all the commands. Then you can copy-and-paste them to your bind command