background preloader

Source Filmmaker

Source Filmmaker
December 17, 2013 - SFM Team Now that we've been able to take a little breather after the Saxxy's, we've finally found time for a couple updates that have been commonly requested. First off - the SFM now supports scaling models and even individual bones dynamically. (We can already picture the Meet The Heavy remakes with a tiny-head Heavy - extra credit for pitch shifting his dialog) We should mention that in our hurry to get it out before the holidays, it hasn't had as much testing as we'd like, so that feature may be even more beta than the SFM as a whole. Secondly, the SFM Workshop now supports all of the commonly requested asset types. So maps, particles, materials, textures, scripts, sessions, shots and animation dmx files can now all be submitted to and downloaded from the workshop.

http://www.sourcefilmmaker.com/

Related:  Avoir

50 Tips for Working with Unity (Best Practices) » devmag.org.za About these tips (Edit: August 2016. I have revised these tips. You can find the new list here.) Valve Tutorials Welcome to YouTube! The location filter shows you popular videos from the selected country or region on lists like Most Viewed and in search results.To change your location filter, please use the links in the footer at the bottom of the page. Click "OK" to accept this setting, or click "Cancel" to set your location filter to "Worldwide". The location filter shows you popular videos from the selected country or region on lists like Most Viewed and in search results. To change your country filter, please use the links in the footer at the bottom of the page.

Reverse Design: Final Fantasy 6 - 1 <map name="admap66332" id="admap66332"><area href=" shape="rect" coords="0,0,728,90" title="" alt="" target="_blank" /></map><table cellpadding="0" cellspacing="0" style="width:728px;border-style:none;background-color:#ffffff;"><tr><td><img src=" style="width:728px;height:90px;border-style:none;" usemap="#admap66332" alt="" /></td></tr><tr><td style="background-color:#ffffff;" colspan="1"><center><a style="font-size:10px;color:#0000ff;text-decoration:none;line-height:1.2;font-weight:bold;font-family:Tahoma, verdana,arial,helvetica,sans-serif;text-transform: none;letter-spacing:normal;text-shadow:none;white-space:normal;word-spacing:normal;" href=" target="_blank">Ads by Project Wonderful! Your ad here, right now: $0</a></center></td></tr></table> You can now get an eBook version of this document that features expanded text and a new bonus essay. Check that out on the books page.

Dota 2 – Source Filmmaker Tutorial » Cyborgmatt's Blog Followers of my Twitter account will know that I have spent the last week or so messing around with Valve’s newly released Source Filmmaker tool which has now entered open beta, which I thought would be a good time to put together a tutorial on how to get the Dota 2 content working inside of the SFM. Source Filmmaker Tutorial SFM Step 1 Download the latest version of GCFScape: SFM Step 2 Launch GCFScape and open the “dota 2 beta\dota\pak01_dir.vpk” file:

e-on software - LumenRT 4 Learn more here: www.lumenrt.com The Fusion of Light, Life, Nature and Design The essence of Immersive Nature is to harmonize the design world with the natural world around us. Through the fusion of light, life, nature, and design, LumenRT delivers a complete natural environmental context for projects ranging from single-family homes to entire cities and infrastructure. With features such as wind-animated plants and trees, characters and animals, water, cloud-filled skies, day/night lighting, and unsurpassed quality and realism, LumenRT quickly transforms your models into compelling immersive experiences, videos, and images that will impress clients and colleagues alike.

Reverse Design: Chrono Trigger - 1 <map name="admap64899" id="admap64899"><area href=" shape="rect" coords="0,0,728,90" title="" alt="" target="_blank" /></map><table cellpadding="0" cellspacing="0" style="width:728px;border-style:none;background-color:#ffffff;"><tr><td><img src=" style="width:728px;height:90px;border-style:none;" usemap="#admap64899" alt="" /></td></tr><tr><td style="background-color:#ffffff;" colspan="1"><center><a style="font-size:10px;color:#0000ff;text-decoration:none;line-height:1.2;font-weight:bold;font-family:Tahoma, verdana,arial,helvetica,sans-serif;text-transform: none;letter-spacing:normal;text-shadow:none;white-space:normal;word-spacing:normal;" href=" target="_blank">Ads by Project Wonderful! Your ad here, right now: $0</a></center></td></tr></table> Hello, readers! If you're interested, you can get a high-quality ebook version of this Reverse Design, with lots of improved features. Get a preview of the RD: CT ebook here.

Animator Island » 51 Great Animation Exercises to Master Quickest way to improvement? Practice. It’s a simple bit of advice that rings with absolute truth. Free Game Engine for Indie Game Development What is UDK? The Unreal Development Kit is the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and professional toolset used in blockbuster video game development, architectural visualization, mobile game development, 3D rendering, digital films and more. Who is it for? Unreal Engine technology is used by game developers, researchers, television studios, machinima directors, artists and students.

Math for Game Developers Video Series I've launched a new Youtube series, Math for Game Developers. Each week I'll be showing how to solve a new problem in game development using math, and I'll be building up a math toolkit that you can use to solve any game dev problem. 1. Moving a character with vectors: 2. More moving characters: Game UI By Example: A Crash Course in the Good and the Bad How easy is it for your player to put their intention into action, or to understand what's going on in your game? In this tutorial, you'll learn how to build a better game UI by examining both good and bad examples from existing games, and end up with a checklist of questions to guide you through designing them. As gamers and game developers we know that immersion is everything. When you're immersed you lose track of time and become involved in what the game is presenting. A major factor in what makes or breaks immersion is how easy it is for your player to convert an idea into an in-game action -- that is, how fluid your game's User Experience (UX) is and how well-designed its User Interface (UI) is. A game hurts itself by providing too little information or too much, requiring too many inputs, confusing the player with unhelpful prompts or making it hard for a new player to interact.

Bartle’s Taxonomy of Player Types (And Why It Doesn’t Apply to Everything) Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. MUD is a text-based adventure game (no graphics at all, only text) that had the then-unique attribute of being able to be played alongside other human players.

Related:  Informatique