Source Filmmaker

Source Filmmaker

Posable Alien Walker [TF2 Invasion Update]
99 Comments
blu_c4t 30 Jun @ 12:24pm 
this
wood
be
cool
if
it
was
on
gmod
because
im
creating
stuff
from
the scrached universe
chair 30 Oct, 2023 @ 7:01am 
i cant stop thinking about the scratched universe when i see this
Zxo Pink 1 Oct, 2019 @ 8:26am 
I used this model for a small project in Unity but had some problems when i ported it into Blender, can I get some help please?
ScareCrow 5 Nov, 2018 @ 12:03pm 
what does?
I dont under"sans" *drums play*
The Man Who was Thursday 27 Jul, 2018 @ 10:37am 
Oh that makes sense















Still need a Bob Ross Modle
Detonatress  [author] 27 Jul, 2018 @ 10:33am 
@Atomic Speed FT Probably because my friend Plastik nicknamed the robot Bob (see description).
The Man Who was Thursday 24 Jul, 2018 @ 2:36pm 
Why does this pop up when I search "Bob Ross"
A Commodore 64® 19 Aug, 2017 @ 10:28pm 
its strangely cute
Magnolia 8 Aug, 2017 @ 4:44pm 
Gmodplz
PrivateerMan 30 Apr, 2017 @ 12:28pm 
Will you be making an enhanced version of the three-legged "bubble" walkers?
Detonatress  [author] 13 Dec, 2016 @ 10:11am 
While I like Cave Johnson, I made that on the spot after a friend kept saying he'll name it Bob.
Lynn, the Flangemaster 11 Dec, 2016 @ 8:09am 
The quote at the top reminds me of Cave Johnson, or probably one of the more lighthearted SCP Foundation articles (a good example wold be the Eyepods).
Kumquat [Velbud]  [author] 30 Aug, 2016 @ 8:45am 
True dat! :3
Detonatress  [author] 30 Aug, 2016 @ 4:26am 
Yeah but this one's cuter.
Kumquat [Velbud]  [author] 29 Aug, 2016 @ 9:33am 
Reminds me of the Xana's Kankrelats from Code Lyoko.
http://codelyoko.wikia.com/wiki/Kankrelats
XRuinX 18 Feb, 2016 @ 5:24pm 
Awesome work here!
Detonatress  [author] 22 Nov, 2015 @ 6:27am 
Update is here.
Detonatress  [author] 21 Nov, 2015 @ 2:15pm 
So, after some research, the Rave Update for these walkers is almost here: http://i.imgur.com/zsjzSv5.jpg What's about to come:

- Some materials and textures have had their names changed
- You will gain the ability to change the glow and the color using a color attribute in Element VIewer. $selfillumtint for glow color, $color for base color.
- You will gain the ability to animate both glow color and base color but until Strashniy and Episoder figure out if a script can be made for this, it will require a static_prop model so that you can assign the bones rootTransform to the $selfillumtint and static_prop to $color. This guide kind of shows what will be needed to know to use it though (except for step 1, since you can easily gain these attributes nowadays): https://www.facepunch.com/showthread.php?t=1207260 This will require that both attributes are vector3.
- The alien spawns with the default greenish-blue color in both skins.
Detonatress  [author] 5 Nov, 2015 @ 6:10pm 
Well, we have plans for that and more, but we'll get to that project when we finish up the rest of the stuff we have to rig (other 2 alien walkers, some debris rigging, the cats from halloween cosmetics) and a saxxy collab that may or may not make it to the deadline.
JokerJay779 5 Nov, 2015 @ 6:06pm 
Dang it would have been awesome to fight those big aliens in the posters.
Detonatress  [author] 5 Nov, 2015 @ 1:14pm 
Could have been propaganda, just like the posters though. There is no giant alien... yet. We might just change that though...
JokerJay779 5 Nov, 2015 @ 11:41am 
They are adorable but in like the radio skits that advertise the Invasion update the last two parts made the aliens seem a huge threat across the world except Austrailia because of tough they are.
Detonatress  [author] 5 Nov, 2015 @ 9:57am 
Well... they probably weren't even threatening the world, but the mercs pissed them off. I mean they're pretty much harmless unless you attack them, and when you get abducted the only reason you get hurt in there is because of "alien air". Plus, they seem quite adorable.
JokerJay779 5 Nov, 2015 @ 9:37am 
So these are the aliens threatening the world........only in TF2.
Detonatress  [author] 5 Nov, 2015 @ 3:51am 
Yeah, they are the ones you see on the Probed map. There are two versions of them in this pack. One is the original and one is a model using a different eye.
JokerJay779 4 Nov, 2015 @ 7:40pm 
Are these supposed to be the aliens invading?
Joshenkstone 27 Oct, 2015 @ 11:44pm 
Ok i will deffinitly check the other walker out when it is done.
Detonatress  [author] 27 Oct, 2015 @ 6:04pm 
As for bodygroup, that would probably mess people's animations up again. Not sure if that would be a good idea. I'll have to do some tests about that. Currently we're working on the other Walker (the one with the green bulb head). Also in the plans is fixing one of the walkers' selfillum portions.
Detonatress  [author] 27 Oct, 2015 @ 5:54pm 
@Joshenkstone The eye has a self-illum mask in its texture (for one of the two models, the other doesn't have but uses a different material for the eye). The problem is that you can't have both selfillum and animatable color changing unless you add the coloring code and make a texture that has a mask for the color too. I have no idea how to do that, so I'll need help from someone who understands how the "Special Eyes" cosmetic works and if it's possible to do the same thing with these critters.
Joshenkstone 27 Oct, 2015 @ 10:09am 
couldn't you make an skin or bodygroup for the eye?
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.
Detonatress  [author] 19 Oct, 2015 @ 5:30am 
On the model changes, I could add it at any time, but I'm waiting up to see if the rig will need extra bones or not. If we make a major update that's potentially session-corrupting we might as well add everything we need to it, instead of making 2 possible session-corrupting updates one after the other. So I can't exactly give an ETA, I can only approximate it could be anything between 3 days and a week, unless we can find more people who could help with the rig creation.
kimo 19 Oct, 2015 @ 12:30am 
Any ETA on the update?
kimo 19 Oct, 2015 @ 12:29am 
Oh that's helpful, thankya !
Kumquat [Velbud]  [author] 18 Oct, 2015 @ 8:56pm 
BTW, @Nanori, after watching that demonstration of the animation you made for the model, I was able to convince Detonatress to let me add a bodygroup to hollow out the insides of the tops so that you can position stuff in the very middle. In addition, we change the bone position for both hemispheres, concentrating more on helping with rotation for opening than on just the connecting and disconnecting parts of the hemispheres. Warning though, that we have the IK Rig in Beta, so Deton and I, and a few others are trying to get it to work without problems. Be hyped guys, we are almost done!
Kumquat [Velbud]  [author] 18 Oct, 2015 @ 8:50pm 
Some good news to share about the update:
-My partner and I have finished doing all the major changes that we thought this model deserved. We are not sure about updating the textures, but if that is requested by a lot of people, we will make a decision on it.
-Working on an IK Rig for the model. So far, we are still getting errors, but it seems that this component is our last. :)
-Once we perfect this IK Rig, it can probably be used for other similar Walkers with just a few modifications here and there.

Just some heads up that if you have anything else to recommend or share, please share it so we can continue improving this model. So far, we feel like this model can be improved more, but that depends on what you believe is important for this model.
Vaxillian Prime 18 Oct, 2015 @ 5:39pm 
@Detonatress Alright, thank you for letting me know.
Detonatress  [author] 18 Oct, 2015 @ 5:38pm 
Also, that future update might corrupt sessions or just the animation if you've used the current one so beware.
Detonatress  [author] 18 Oct, 2015 @ 5:37pm 
@ Vaxillian Prime We will be updating the model so you either wait until the major changes are applied or copy this model's props_invader models&materials folders to usermod's corresponding places to keep it in its current state. The future updates will make changes to some bones and it will have 2 types of the same model (original and this one). Also, Strashniy is working on a rig for it.
Vaxillian Prime 18 Oct, 2015 @ 5:24pm 
So adorable, will be using this.

Thank you!
Detonatress  [author] 18 Oct, 2015 @ 3:52am 
We will be updating this model. Better make a backup of the mdls and stuff if you already had it in a session. Or finish rendering your sessions.