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Source Animation Test

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Uploaded by on Dec 23, 2008

Just a little quick demo of a workflow that I've set up using 3ds Max and the new SMD importer by Jed (www.wunderboy.org) in order to get motion capture, endorphin animations and hand made animations into the source engine.

I was surprised beyond belief when it actually worked.

This is great news for some of my in-progress works, as I've been trying to get a reliable workflow working for a while now.

Category:

Film & Animation

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License:

Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (Mystfit)

  • Mind that rock mr.pyro.

    How exactly did you get endorphin animations into hl2? Can they be exported into 3ds format or something?

  • Export them from Endorphin as a .fbx file then either constrain them to a valve skeleton manually or use Softimage CAT to transfer the motion onto a rig the right proportions for a character.

    This first time around was a test and so the workflow was way more complex than it needed to be.

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All Comments (21)

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  • Is it possible to extract animation data from a playstation game and use it in source?!

  • Thats the best taunt move I ever saw.

  • no, we cool

  • That's cool, I probably shouldn't have posted that last comment. Just ignore me.

  • wrong, i made a lot of cool staff like playing .bvh data, making my own character, with shapekey data, animated libraries, new weapons and debuging hl2 code

  • You'll probably end up giving up in 15 minutes. This shit is fucking complicated.

  • lol win taunt

  • or maybe "HHUUUDDDDDDAAAAA" *trip* "AAH MY (bleep) FACE"

  • hudda hudda hudda 'trip' AAH my face

  • how so

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