Sfm To Blender
If you’re a long time user of Source filmmaker and you recently migrated to a new application like Blender, Maya or 3DS Max, you might encounter some pretty painful migration pains and wish you could still use SFM even when its too limiting for your workflows.
But do not worry! You can actually still animate in SFM and then render in the application of your choice, if you’re willing to jump through a lot of hoops that is.
This guide ASSUMES that you’re at least somewhat familiar with either Blender or 3DS Max and Source engine/Source Filmmaker.
It is not recommended to use this kind of workflow and you should preferably learn the animation system of your corresponding 3D application. Its recommended to fully go through this document before following anything in it.
You cannot export the entire scene animations and your animation will be in the Y axis up coordinate system. You can only export the animation of an individual model and your skeleton should contain a root bone.
Importing from blender to source is a full process, and there are plenty of tools to make it easier, all of which are free. Technically it's possible to do it all only by installing blender source tools (an addon to export as DMX or SMD and use the stock tools provided by valve, that are in the game/bin folder. But everyone uses community built tools. Online 3D Model Converter. Convert 3D models between file formats (i.e. FBX to OBJ or OBJ to STL for 3D printing, DAE to JSON for use with WebGL,.).
Requirements
Knowing how to get your model into SFM
CrowbarTool: https://steamcommunity.com/groups/CrowbarTool
Blender Source Tools: http://steamreview.org/BlenderSourceTools/
3DS Max Source Tools: https://knockout.chat/thread/806/1
Preparing your model and scene
When starting a new scene, you should always set it to the target frame rate you will render your final scene in. Depending on what you’re animating, you can exclude some bones from the model in order to keep it simple, but the bone structure should stay the same. Please keep in mind that the Source engine has ton of limitations. One such limitation is Bone Weights Per Vertex Limit and you should keep that in mind. Do not use rootTransform
as it doesn’t get exported.
Easeus data recovery cracked for mac. Before exporting, remove any constrains and IK rig on your animation set.
Exporting and importing the animation
How To Port Sfm To Blender
So you have finished animating and you’re ready to export your animation.
Trim your shot to the amount you want to export, select all of the bones, right click on it and select Export Animation
. This will open the animation export menu. You should select Trim To Shot
as trim type and make sure you enable the Ascii option for export as the tools can’t handle binary DMX files.
Importing the animation into Blender
For Blender, first load up your model into the scene, import the DMX animation, fix the bone rotation and thats it.
Importing the animation into 3DS Max
Sfm To Blender Rig
Start with a completely blank scene and import the DMX animation with the Source tools plugin installed. After importing the animation, you need to fix the rotation of the root bone as 3DS Max is using the Z up axis system and the animation is exported for the Y axis system. If you used the Biped system for your initial model skeleton and then used the IK system in SFM, you also need to clone and rename the pelvis bone to be the root bone. Something like Bip001 Pelvis => Bip001
.
After that’s done, export the scene as FBX with the default settings and import it into your scene with your model that you want to apply the animation to. When you get FBX Import dialog, under File Content
option, select Update animation
. Yes that’s the proper way to do it. If you’re using Biped, make sure your biped skeleton is not in figure mode. You might need to adjust specific frames if you use IK resolvers, since it can make things spaz out.
Ever want to port a SFM model into Blender but the imported skeleton is in unconnected bones which makes posing a complete pain? Here's the solution!
#Included are four scripts: ###The first script 'BoneFixSFM' will connect all bones that should be connected: All finger bones All arm bones up to the shoulder All spine bones All leg bones up the hips (Toes not included, though I can add them if requested)
###The second script 'BoneFixSFMRename' will rename all your bones to a standardized format, before connecting them. Use this INSTEAD of the first script if you are experiencing issues with the first script
Sfm To Blender
###The third script 'BoneRigSFM' will automatically setup hand and knee IKs, along with corresponding elbow and knee pole targets ###Experimental feature so any bugs please report to me on the smutbase discord!
###The fourth script 'BoneFixFast' will connect a selected bone to its parent
#Instructions: To use the script, select the skeleton in any mode and open the script with blender's text editor, then hit the 'run script' button.
Currently supports the major SFM bone name conventions, if you experience any issues with the script do let me know so I can improve it!
#Changelog: 16/4: Added BoneFixSFMRename script, and updated BoneRigSFM with better IK calculations