At Valve: "Hey guys, so we spent years making this high-end film maker, what shall we do with it?" "Give it away for free, and while we are at it we are gonna make several videos about it." Gotta love Valve.
Imagine being someone who worked on Source Filmmaker, and a decade later seeing a team use it to create a feature length psychological horror movie set in the Team Fortress universe.
Brilliant work thank you Valve! This will allow tons of frustrated filmmakers to finally make their filmmaking dreams a reality. I look forward to the time when more environments/character customizations/structures etc. become available so the creators never have to compromise on their original vision for their work.
I'm excited as hell about this program, I keep checking my e-mail for an invite. But from an animation standpoint, having everything available to you all in one program, not having to rig individual skeletons for animation, and constantly program in behaviors. This looks like a hell of a lot more fun than 3ds max.
I am a beginner using SFM. I mostly make Half Life animations, and overtime planning to make way bigger and better animations. That is until I realized that making a 3 second animation look good could take 3 hours to make.
@@player70477 1. my comment was 1 entire year ago. 2. the only reason i started making gorilla tag videos is for views, obviously didnt work so im changing my content. 3. I did make SFMs but ive privated all of them as well as my other videos
@@player70477 skibidi toilet didnt even exist 1 year ago, because thats when boom actually made good content. I literally made half life 2 SFMs idk what the problem is
Although there may be terrible Five Nights at Freddy's sfm animations, there are great TF2 animations yes there's still those, unlike how many think there dead
"Blade up shots" - I've worked both as a cameraman on set, processing foley and as a CG 3D animator with some very experienced and well connected people and not once in 30 years have I heard that phrase.
this is an amazing tool. the power it gives you as a player/ filmmaker is amazing, the 3d control is fantastic and it cuts and films and animates like a pro. not one to gush but... im totally gushing all over the place right now!
Valve has announced, that you can monetize their assets from their games in your own creations. But you are not allowed to rip their assets and distribute it separately. (For example, selling a gun or character model that's made by them and pretending that's your creation!) Valve's video policy www.valvesoftware.com/videopolicy.html
(Crowd cheers and applause) Preston: Well, it is done. I'll call in every member of the crew we have left 2 years since the start of the great journey for the great change.
a lot of people are saying this is the death of gmod, but i propose something else; imagine the source filmmaker+gmod, it would be the start of some of the coolest videos ever!
I'm not a professional animator by any means, but I am deeply delved in their world. SFM won't change anything in that regard. 3D programs have been around for the home consumer for over a decade (Blender, etc.). Everything you need to know to become a genius physicist is available online right now. Has everyone suddenly become a master at physics? It still takes years of dedication to be a professional at anything, including animation. SFM is cool, but it's no comparison to feature animation.
Having used a ton of programs in my day, I can tell you that Source Filmmaker is literally one of the easiest 3D animators ever. I have 48 hours in SFM and I'm pretty decent - And if that wasn't what you meant, yeah, some of the ten-minute videos that you see made in the program do take months to make.
Well i didnt know this but i mean there is alot of it to understand but i am a begineer after all i will get used to it but i still cant know how to make a demo man seath a sword from his back :(
I think a lot of people these days are spoiled by more sophisticated modern animation software and forgot how groundbreaking Source Filmmaker was at the time. I remember before SFM, RU-vid was filled pretty much exclusively with crudely made Gmod animations. Gmod animations are iconic but a lot of animators struggled to tell longer and more serious stories using it. SFM was a real game changer for people who wanted to animate but didn't have money to spend on professional animation software. Like, if you were on RU-vid at the time then the change was very striking.
Grand Theft Auto: San Andreas + Camhack + San An Studios was to say the least, a pain to work with. But I must say I'm quite blown away by just how powerful SFM is! It's the perfect tool for making movies in games. Just the fact that you're able to do 3D modeling directly inside the editing software, makes this an incredibly flexible and powerful tool that is way easier to use than having to record the game, and then edit those 2D images in a NLE. I wish I had this back when I was making machinimas.
Stefan Constantin Dumitrache Right now, only TF2, but Valve could potentially release it for some of their other Source-based titles later. There's still lots of potential for importing custom made 3d models and maps for those familiar with TF2 modding .
oh yeah this is why skibidi toilet got popularized by among gen alpha kids they don't even know what their original stuff, dafuqboom in interview that he told us he didn't except his series went blew up because his series broke RU-vid last year
Sorta agree. The polygon and textures are much smaller than todays and map size are limited (and very blocky). Though its still funny how HL2 still has the best lip sync in games since 2004.
Can't forget the people who made Gmod awesome in the first place, such as dasboschitt, Raikujo, kitty0706, and people like Schwiggen didn't even use Gmod before SFM came out and made some of the best ones, and the list goes on.. Here is to innovation, but never forget about the classics.
source filmmaker back then: *good, TF2 animations* source filmmaker now: *RU-vid currently drowning in "[FNAF SFM]" videos while the videos are also drowning in undeserved veiws*
Now that I finished watching all the tutorials, I have much more respect for what the animators do. I wish they made keyframing much more simpler in this like after effects or Premiere. Having to relearn hotkeys for a new editing software is probly the most annoying aspect of figuring a new program... I'm impressed with the way you can implement your own voice along with custom mouthing. The locking cams, lighting, etc are small aspects that will make this so fun though. Cant wait to try it
i think this can work well for animated storyboards, to get the feel and idea for your actual film. epic. in my opinion, as long as we can customize our characters and landscapes from scratch then i'm keen.
If you're into serious 3d animation, then don't touch Source Filmmaker. Unless you're experienced with Hammer and Source in general, then you'll be in over your head. There are plenty of other superior products out there then a filmmaker that was half-assed onto Quake era programming...
Such as? Personally, I think this is a nice and easy way to make 3d videos without making own models. So far, I've seen creations made by this program that are really great. I guess is matter of taste and experience?
The Source Filmmaker is fantastic for 3D Animators looking for a start. It comes with hundreds of models and hundreds more with other Source Engine games and the workshop (both SFM and GMOD's workshops are good resources.) Content creation, yes is hard, but is possible, and not even required if you're just trying to get your feet wet with 3D animation. And I'd say if you're more experienced with some other package, stick to what you know. Either way you're able to create a good looking film. My Source: My own experience, now two years into producing an original IP using the SFM, with no former experience in 3D Animation
Any tool that allows people to express themselves is fine for them. What you're saying is equivalent to "Nah man, paint, you don't need to use that, because photoshop exists" Who cares as long as people create a quality piece? I've been to talks with valve animators who even say they seriously consider SFM pieces for their hiring process, and have hired more than a fair share of people because of SFM work. All they care about are people that get involved in the medium.
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for animation, SFM is way more difficult to control than other 3d animation tools. But overall, it is a better tool for fast/rapid editing and rendered seeing as it uses a real-time rendering game engine.
Everybody did today. Known animators got it before we did, but now all invitations have been sent out to those people who took the survey. Happy animating!