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SOURCE FILMMAKER
Posted: 04 October 2012 12:55 AM   [ Ignore ]
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quote ” Have you ever heard of source filmaker?”

I don’t know if it is spam, trolling or genuine software fanboi gushing but a lot of people feel compelled to post this on my Yiutube videos.
It uses Steam which pretty much rules it out for me on 3G broadband like MMORPG’s and secondlife, if I need to do it continually online, forget it!!
lag not to mention the massive amount of broadband used would make it impractical.
but I am not going to explain this to EVERY troll posting the quoted comment as they will just launch into a neverending circle if, you must get a landline, you must do this, that whatever and finally you must learn to animate first befire putting stuff on Youtube (which is why they have no uploads!)

that off my chest,

Have you tried Source filmaker?  anyone?
does it work with Daz models exported as fbx . is it any good? have you got some examples?

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Posted: 04 October 2012 11:43 PM   [ Ignore ]   [ # 1 ]
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I take the underwhelming response as a “no!”

from what little I can find out, it uses the game engine for halflife to render movies like machinima using Garrys mod does with games but as a dedicated movie studio like iClone or Moviestorm.
Do not see if it has any advantages over either or Unreal game engine or “theMovies”

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Posted: 05 October 2012 06:42 AM   [ Ignore ]   [ # 2 ]
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I hadn’t heard about FilmMaker but “Source” is the name of the 3D game engine that is used for the Halflife2 series of video games as well as countless other games. It’s been used for “machinima” for years.  I haven’t tried Source filmmaker but it would seem to be a logical evolution of the software.  Valve (the video game company) created STEAMpowered to be their internet portal for distribution at least 8-10 years ago.  Game engines can be pretty robust in delivering animated video.  Yes I admit it,  I was an avid gamer and level designer in the not so distant past.  wink

Most DAZ models would have to be decimated to reduce the polycount significantly to be used efficiently in any of the game engines.  Game engine content is highly optimized.

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Posted: 05 October 2012 07:39 AM   [ Ignore ]   [ # 3 ]
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Went have a look.  Interesting and exciting stuff. 

http://www.sourcefilmmaker.com/post.php?id=7948&p=1

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Posted: 05 October 2012 08:00 AM   [ Ignore ]   [ # 4 ]
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yes I looked too (after the 6th comment by a Youtube viewer)
and two of them actually had a few videos using it, so they were fanbois for sure
(though I can’t say “their” videos looked that impressive! but given they were new to it at least they were enthusiastic!)
the other 4 had no video uploads in two cases or just screen captures of their gaming exploits as many do so prob more the trolling type, I tend to think if you suggest something, you should at least be using it yourself!!
I tend to think it would be more of a “fun” or “toy” app myself like Xtranormal that gamers would use to entertain each other.
though I admit, I myself kinda use Daz software that way rather than as a serious artistic tool!! tongue wink
infact ALL my videos were made solely for my own amusement! I just post them on Youtube so others can be amused or amuse me with their comments!

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Posted: 06 October 2012 05:33 AM   [ Ignore ]   [ # 5 ]
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Wendy,
        I actually looked at this when it first came out as indeed it looked like a very powerful tool to make animations with. And in fact it is a very powerful tool…..but it takes a bit of work to wrap you hands around how you are to do things. I started watching the tutorials and tried to get something done but I was not catching on that fast ....I have to admit. 

        Since it free——though, it might be worth the efforts as the results can be amazing.

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Favorite items   Cararra   - Modo -    Animation Master-    Houdini

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Posted: 23 June 2014 04:00 PM   [ Ignore ]   [ # 6 ]
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I am very curious about Source Filmmaker. I wonder if it’s possible to convert Poser/Daz models into SFM for use with the app. Perhaps not straight away though. I’m thinking through use of the Decimator app it might be possible.

Has anyone tried to convert Daz/Poser models to SFM?

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Posted: 23 June 2014 06:22 PM   [ Ignore ]   [ # 7 ]
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wendy♥catz - 05 October 2012 08:00 AM

...  I tend to think if you suggest something, you should at least be using it yourself!!
I tend to think it would be more of a “fun” or “toy” app myself like Xtranormal that gamers would use to entertain each other.
though I admit, I myself kinda use Daz software that way rather than as a serious artistic tool!! tongue wink
infact ALL my videos were made solely for my own amusement! I just post them on Youtube so others can be amused or amuse me with their comments!

I agree with all of that. 

On a hopefully related note, I am interested in the use of game footage in animations, and have in fact done some experiments, e.g. this one (I have posted the link earlier, nothing new):

https://www.youtube.com/watch?v=9bv7hMnkApk

The car jump sequence starting about 0:49 was done with Grand Theft Auto 4, which has a built-in video capture/editor feature (PC version only).  It does not just record the video output from the game, but actually captures the animation info, and allows post game play adjustments, e.g. camera angles.  Grand Theft Auto 5 came out only for consoles (Xbox 360 and PS3) and so does not (yet) have the same feature.  So I got the ElGato video capture box which works very nicely.  More here:

https://www.elgato.com/en/gaming/game-capture-hd

Here is a GTA5 video capture (again, posted earlier):

https://www.youtube.com/watch?v=Myq6UuJlnPQ

The good news (for me, anyway) is that GTA5 will come out for the PC (and Xbox One and PS4) later this year, and the PC version will have the video capture/editor.  The bad news is I have to buy it again, but I probably will.  The programming is almost unbelievable.

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Posted: 24 June 2014 04:25 PM   [ Ignore ]   [ # 8 ]
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After Reading through all the documentation Wendy, it looks like too me a 3D studio subscription service , kind of like how Adobe’s Creative Cloud works
They charge you a monthly fee to access their online services to create 3d gaming and animation & films you pay a determined price for each part of the service you want to use . for example they have Maya LT for $30 a month and , then if you want you can pay or add another $12 for the video fx effects, and $9 for the movie editor and so on.  its all accessed through the internet, on their site. its not a downloadable program you just download the software skins & controls but not the main software that is used to make it work., so in order to use it you need to keep your subscriptions current.  very much like Adobe creative cloud. you only pay for what you want to use for as long as you want to pay for it but when you stop paying the program stops working very much like adobe creative cloud. and it only works if you haver broad band connection as well

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Posted: 24 June 2014 04:34 PM   [ Ignore ]   [ # 9 ]
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I should add here is their software list of stuff you can choose to pay for monthly and what its about here
http://store.steampowered.com/about
they give you the free editor but you need the plugins to make it work from my understanding
http://store.steampowered.com/software/


edited once for adding the about link to this post

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Posted: 25 June 2014 12:23 AM   [ Ignore ]   [ # 10 ]
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this is an old thread, been on landline quite a while LOL  I have Steam for Skyrim and downloaded Source Filmaker today may look at it eventually

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WARNING do not click tongue rolleye what video horrors will be seen if you do cannot be unseen.
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        never forget
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Posted: 25 June 2014 01:24 PM   [ Ignore ]   [ # 11 ]
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I dunno, but it seems to me that Source Filmmaker’s characters look like cartoon characters, not realistic characters like Daz’s. Is this a software to create cartoons or movies?

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Posted: 25 June 2014 01:30 PM   [ Ignore ]   [ # 12 ]
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I thought it uses the Half Life 2 characters and environments, so I presume you need those games. I’ve downloaded it from steam but not tried it out yet.

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Posted: 01 July 2014 09:57 AM   [ Ignore ]   [ # 13 ]
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SFM is an awesome animation program. It has great potential and has been used to win competitions like 11 SEC animation club. There are a few downsides to the software for me. And that starts with the complexity to get things to work that are not part of the base set of characters and props. There is the community workshop for extra content and that is great and will continue to grow. But if you want your content in it can be a hassle.

SFM and iClone are very similar in purpose ie using a game engine to produce movies/animations. SFM offers more control over the animation process than iClone atm. But this should change some with the introduction of iClone6 timeline editor with curves. And with the introduction of DirectX 11 advancements in iClone6 game engine the renders will look a lot better.

So if you have iClone the future looks bright, but if you don’t SFM is a great alternative.

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Posted: 03 July 2014 07:20 AM   [ Ignore ]   [ # 14 ]
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The immense advantage that iClone has over SFM is that you can import ANY character and export it back either as an animation (BVH) or as a character with animation (FBX), that is if you have DXchange Pro, which has a sophisticated re-targeting feature. With SFM, as of now, you are limited to a few characters.

I regularly use my Genesis characters in iClone. It’s wonderful, because iClone has,  especially for facial animation,  more sophisticated tools than Daz Studio. However, since Daz Studio FBX import is broken or inoperative, you can’t import the facial animation

BTW, where did you head about iClone 6 tieline editor with curves? It sounds like a graph editor is coming to iClone. That would be great.

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Posted: 10 July 2014 06:42 PM   [ Ignore ]   [ # 15 ]
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I use both Poser and SFM, and they both have their advantages. One question I have, though, is if one can be converted to the other; I’ve got a custom model made that’s going to be rigged for both, and the person doing it for SFM wanted to know if I can get the rigging off of the copy being rigged for Poser, so he can just implement it into the SFM version without having to rebuild the rigging from scratch.

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