Source Filmmaker

Source Filmmaker

114 ratings
Posable Alien Walker [TF2 Invasion Update]
   
Award
Favorite
Favorited
Unfavorite
Universe: Team Fortress
Model
Models: Creature
Tags: SFM
File Size
Posted
Updated
7.946 MB
12 Oct, 2015 @ 8:24pm
22 Nov, 2015 @ 4:59am
15 Change Notes ( view )

Subscribe to download
Posable Alien Walker [TF2 Invasion Update]

Description
No one has seen them walk before, in spite of their name. Now we are sure that they can walk! And one of our scientists, Plastikhuehchen, calls one of them Bob.
They have a habit of exploding if you so much as throw a stick at them. We have also noticed that they tend to teleport at random times, usually into people's plates of food or under sentries, causing severe damage to the structures.
----------------------------------------
RIG right here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=538284630

These are posable versions we made of the model made by The Ronin.
Thanks to:
Strashniy Velikhan for extracting them from the Probed map, IK rig contribution and bug finding
Episoder for IK rig contribution and suggested changes to the armature.
UEAK Crash for making the Probed map and Ronin for making the model of the Alien Walker from that map.
64GIGS.exe, EmperorFaiz, Plastikhuehchen and alijons for testing.
The Ninja Scout for suggesting bone hierarchy.
Pte Jack for his animation groups setup guide and for the Eye_and_Rim rotation suggestion.
[N-cognito] for explaining the fix for the missing sharp edges.
Zappy for showing me the guide to animate colors.
turk645 (from facepunch forums) for making the color-animating guide.

Theater map by Skeleman Jenkins. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=247973868&searchtext=theater
---------------------------------
> What can this thing do?
Aside from crawling around like a mechanical spider, it glows in the dark, has 2 skins for lights on / off, 2 bodygroups for normal head hemispheres and hollow ones, and it can be split into different parts. It now has a rig too and a second, closer to the original version of the model.
It also can change glow, color and specular for the glowing parts. See the Rave Update thread for details.

> Taking It Apart
You may notice that some bones are parented to the ones before them. To only move the parent bone without the other ones following, click the checkbox next to the bones that are influenced by that bone. This will lock them to the world and allow you to move them anywhere you want without influence.
Example: If you only want to move the Front.Leg part but do not want to move the Front.Claw and Bolt1 with it, click the checkbox next to Front.Claw and Bolt1.

> Easier Bone Sorting
To easier turn off the bolts and leg trunks by clicking the white arrow next to them, you can add animation groups to your SFM. The Alien Walker's skeleton should end up looking like this: http://imgur.com/TSCHcIe
How to turn the confusing bones off for easier viewport selection: http://imgur.com/s7CUr3i

How to add animation groups to SFM: Find sfm_defaultanimationgroups.txt in your SourceFilmmaker\game\platform\cfg folder.
Make a backup of the sfm_defaultanimationgroups.txt before doing this!

Copy this code above the last } at the end of that txt file and save it, then start or restart SFM:
//Alien_Walker from TF2 Invasion Update "Walker Head" { "groupColor" "255 128 32 255" "control" "Neck" "control" "Head.Trunk" "control" "L.Hemisphere" "control" "R.Hemisphere" "control" "Eye_and_Rim" "control" "Eye.Rim" "control" "Eye" } "Walker Body" { "groupColor" "255 255 254 255" "control" "Saucer" "control" "Trunk" } "Leg Trunks" { "groupColor" "187 136 40 255" "control" "Front.Leg.Trunk" "control" "Back.Leg.Trunk" "control" "Right.Leg.Trunk" "control" "Left.Leg.Trunk" } "Leg Sockets" { "control" "Front.Leg.Socket" "control" "Back.Leg.Socket" "control" "Right.Leg.Socket" "control" "Left.Leg.Socket" } "Leg Bolts" { "Bolts Front Leg" { "groupColor" "200 64 64 255" "control" "Front.Bolt1" "control" "Front.Bolt2" } "Bolts Rear Leg" { "groupColor" "156 187 29 255" "control" "Back.Bolt1" "control" "Back.Bolt2" } "Bolts Right Leg" { "groupColor" "187 136 40 255" "control" "Right.Bolt1" "control" "Right.Bolt2" } "Bolts Left Leg" { "groupColor" "29 137 187 255" "control" "Left.Bolt1" "control" "Left.Bolt2" } } "Leg Extensions" { "FrontLeg" { "groupColor" "200 64 64 255" "control" "Front.Leg" "control" "Front.Claw" } "BackLeg" { "groupColor" "156 187 29 255" "control" "Back.Leg" "control" "Back.Claw" } "RightLeg" { "groupColor" "187 136 40 255" "control" "Right.Leg" "control" "Right.Claw" } "LeftLeg" { "groupColor" "29 137 187 255" "control" "Left.Leg" "control" "Left.Claw" } } "Thrusters" { "control" "Front.Thruster" "control" "Back.Thruster" "control" "Right.Thruster" "control" "Left.Thruster" }

----------------------------------------
For those who have lost animations / sessions due to the recent updates, here is the old model. https://copy.com/x8Sh3wFxa4K4NPyD
Click the Download on top right, then extract the 2 folders from the zip to your usermod folder. This should fix the corrupted animation / session. The old model cannot use the IK rig though so it's up to you whether you want to redo your animation with the updated stuff or not.
Remember to check the forum below for update news.
----------------------------------------

Includes:
props_invader\posable_alien_walker_original.mdl
props_invader\posable_alien_walker.mdl
Popular Discussions View All (4)
3
19 Oct, 2015 @ 6:43pm
Update of 20th October 2015
Detonatress
1
14 Nov, 2019 @ 10:03am
GMOD port
Magnolia
0
21 Nov, 2015 @ 6:48pm
Alien Rave Update [22.11.2015]
Detonatress
99 Comments
Detonatress  [author] 20 Oct, 2015 @ 10:34am 
The model isn't my creation, they were made by The Ronin for a competition for TF2 maps. I only did the armature(bones), Strashniy extracted the Walkers from the Probed map and did the body groups and armature edits and episoder did the IK rig with Strashniy. I've added a few options to hide some groups in the IK rig.
memememe 20 Oct, 2015 @ 9:05am 
Cool cool, no prob. I forgot to thank you for just doing this whole dealio :steamhappy:. It's really awesome of you to let people use this little guy for story telling. Thanks!
Detonatress  [author] 20 Oct, 2015 @ 7:37am 
We might work on the paintable texture feature soon (currently we have to add armature to the other 2 walkers with the bulb heads), but it might require editing materials and adding a paintable texture, but not sure how we should go about having both eye-only change and full lights change. I think we can only do full-lights change unless someone can provide us an example of cosmetics with 2 or more color changes at once.
Detonatress  [author] 20 Oct, 2015 @ 7:06am 
@seejayDJ - It would be quite difficult if you want it animatable. Here's why: the normal override materials method can only color it once. There is Dock Ock's coloring script which may or may not work with already-rigged items is known to change paintable item colors and can be animated. It may be usable if you animate with a rig, then remove the rig, then apply the coloring rig to animate that later on. It is also known for corrupting stuff though. So we could set up a paintable skin, but we cannot set an all-colors animatable skin because it would require painting 256 color textures.
memememe 20 Oct, 2015 @ 6:55am 
So um, I don't know how hard it would be to do this and it might just complicate things more, but it would be SO super cool if the eye could turn red n stuff. I'm just thinking of some cool story elements with EVIL robot aliens.
Detonatress  [author] 19 Oct, 2015 @ 7:40pm 
For all those who got corrupted sessions or animations, read the update, it has a fix for that.
Detonatress  [author] 19 Oct, 2015 @ 8:41am 
Yeah, so basically everyone will get what they want in 1 pack, just that they'll have to use the rigged for animations that do not require disassembling. Or... I could just modify the current 2 to include a non-assigned bone at the tip of the claw, which then becomes a "toe" for the IK. Would that work?
Kumquat [Velbud]  [author] 19 Oct, 2015 @ 7:06am 
Alright, Deton, make sure you mark which ones are what, especially the components, too. Also, I'm experimenting with Blender's IK as well to see if it works in SFM. Worst comes, we will have 2 robots with IK rigs (the ones not meant to be torn apart).
Detonatress  [author] 19 Oct, 2015 @ 5:49am 
Worse comes to worse, I'll have to make 4 models for this one since I'll be adding the original aspect and the one with the better eye, and 2 will be riggable but not able to be fully disassembled, 2 will be fully disassembling but unable to be rigged. It's the bolts that are causing problems with the rig setup so far.