Source Filmmaker

Source Filmmaker

Metroid (Super Smash Bros. for Wii U)
30 Comments
FiggleBottom 31 Mar @ 8:08am 
hey 1,1,2,3,5,8,13,21,34,55,89,144 can you make the Metroids evolve into 5 forms of alpha gamma zeta omega and queen
1,1,2,3,5,8,13,21,34,55,89,144  [author] 4 Jan, 2021 @ 9:19am 
The jiggle bones should be under the "Unknown" bone groups after that.
1,1,2,3,5,8,13,21,34,55,89,144  [author] 4 Jan, 2021 @ 9:18am 
@SpeedForce Productions
I think it was: right click model in the animation set editor>Utilities>Bake Procedural bone.
I haven't used SFM in a long time so I'm not sure.
SpeedForce 4 Jan, 2021 @ 3:46am 
@1,1,2,3,5,8,13,21,34,55,89,144 How do I disable jigglebones?
1,1,2,3,5,8,13,21,34,55,89,144  [author] 3 Jan, 2021 @ 8:39am 
@SpeedForce Productions
That might be because of the jigglebones. You might want to disable it before scaling.
SpeedForce 3 Jan, 2021 @ 7:39am 
I scaled down the model for an animation of it being a Baby Metroid, the model just got messed up cause of it.
Nefnoj 18 Aug, 2017 @ 7:39pm 
👀
1,1,2,3,5,8,13,21,34,55,89,144  [author] 18 Aug, 2017 @ 2:10pm 
@ender Mind blown.
Mister Pivot 18 Aug, 2017 @ 12:57pm 
bruh this thing got no eyes
Nefnoj 17 Feb, 2016 @ 10:30pm 
I had a similar issue myself with compiling, so you're farther than I'll ever be, haha. My qc's are good, my vtf's are good, but Source doesn't like the way 3DS Max handles textures or something.
1,1,2,3,5,8,13,21,34,55,89,144  [author] 17 Feb, 2016 @ 10:00pm 
God damn it, yeah OK.
I can't even get eye-posing to work. I know how to do it but for whatever reason (I'm blaming blender) it never works properly.
As for faceposing it works but it takes so much time and stereo flexes (I think that's the name) are tricky (as far as I know it's a combination of two flexes in the .qc file).
Nefnoj 17 Feb, 2016 @ 8:19pm 
I just realized why you're sticking with Iron Man models, other than them being freaking awesome...

No faceposing, hahahah.
1,1,2,3,5,8,13,21,34,55,89,144  [author] 16 Feb, 2016 @ 12:09am 
Nice, I'll check him out. I'm using BrawlBox to reverse the models into .fbx and eventually into the Source engine. Right now, I'm porting more Iron Man models, fixing textures on old models, and then some. I'd say the only thing worrying me is the fact that it seems like they use vertex colors as well. It's not a deal breaker like the stages since you won't notice a negetive effect but it would be nice to figure out how the SSB4 Samus model was ported to try and recreate that quality.
Again I'm learning this stuff on my own with only the internet to teach so please bare with me.
Nefnoj 15 Feb, 2016 @ 11:32pm 
Ooh! Nice! Nanobuds is easiest to contact a-la Smashboards, he's even on Steam! You might know this; he made the Samus models. If you need a hand with getting resources from Project M to a more compatible format, let me know!
1,1,2,3,5,8,13,21,34,55,89,144  [author] 15 Feb, 2016 @ 11:06pm 
No, but now that you mention it I am thinking of porting some custom models from projectm. Like retro Samus, Melee Ripley, and console ROBs. I might want to get there permissions first somehow though.
Nefnoj 15 Feb, 2016 @ 10:46pm 
Cool, I think that makes sense. That's sad. Do you do any Brawl modding at all?
1,1,2,3,5,8,13,21,34,55,89,144  [author] 15 Feb, 2016 @ 9:53pm 
No, I couldn't understand how to bake vertex colors into the base texture. If would release it, it would look like the hyrule stage. It has this fullbright looking effect.
Nefnoj 15 Feb, 2016 @ 7:56pm 
Are you still trying to port the Brinstar stage you mentioned earlier?
1,1,2,3,5,8,13,21,34,55,89,144  [author] 6 Nov, 2015 @ 4:31pm 
No problem.
Sup3rNo7a 6 Nov, 2015 @ 4:17pm 
Thank you very much, good sir. :)
1,1,2,3,5,8,13,21,34,55,89,144  [author] 6 Nov, 2015 @ 4:03pm 
Alright, so before you scale the model you need to: right-click on the model name in the animation set editor, go to "utilities", and click "bake procedural bones".

This will disable the jigglebones but you'll be able to manually edit the rotation and location of those bones, if need be (they should be listed under "unknown").

You should now be able scale the model normally.
1,1,2,3,5,8,13,21,34,55,89,144  [author] 6 Nov, 2015 @ 3:49pm 
I've run into this problem as well and I have "fixed" it before. The problem has to do with the two jigglebones. Give me a sec. I need to remind myself how the fix it (I think it was making the jogglebones editable and keeping them static).
Sup3rNo7a 6 Nov, 2015 @ 2:53pm 
I have a bit of a problem when attempting to scale this model. When I shrink it, it works properly at first, but then if I add any other animation sets, save/reload the session, or even apparently simply undo or redo an action, it screws up the scaling.

For example, areas affected by the bones (primarily the teath and body area) remain the correct size after rescaling, but the green "dome", bulbous part basically resets back to its original size, and from then on there is nothing I can do to fix it. Subsequent re-sizing will shrink the model again, but the boned area will be even smaller since that part isn't getting reset, and the dome will enlarge itself again immediately upon doing one of the previously mentioned actions which breakes its scale.

I have no idea if this is something you can fix or not. Just thought I'd bring the issue to attention in case there is.
Nefnoj 9 Oct, 2015 @ 6:48am 
I need to know about your username.
1,1,2,3,5,8,13,21,34,55,89,144  [author] 8 Oct, 2015 @ 5:14pm 
I suppose.
Cosmic Piranha 8 Oct, 2015 @ 5:02pm 
Gmod?
UltramanUltimo 8 Oct, 2015 @ 4:35pm 
Aw what a cute little ball of evil
「Nikolaˢ Kejdz」 8 Oct, 2015 @ 12:21pm 
THE BABY