
#Source filmmaker tutorials pro#
They also produce the Hybrid Pro (a polarizer and ND system) and the Motion Pro Variable ND.
#Source filmmaker tutorials portable#
They are easily portable filters in a variety of formats that produce quality images for the content creator or budding filmmaker. If you haven't heard of Sandmarc before, they make various types of filters including hybrid and anamorphic for iPhones, drones, and GoPro action cameras. For me, it excels at one more than the other, not because of quality, but because of ease of use. If you encounter any issues, please let me know about them in the comments section.The Sandmarc Motion Pro Variable filter can be used for both filming and photography. The object in question is the collar/shoulder of a humanoid character, being moved upwards through bone movement.ĭisclaimer: This is relatively untested. The blue-ish coloured mesh is from before doing the StudioMDL edit, and the pink-ish coloured mesh is from after doing it. Don't mind the fact that it's from Blender, the end result in the Source engine is the exact same. Credit goes to Steam user Marco Skoll for supplying it. Result ExampleHere's a gif of before and after doing this. Here are two screenshots of the hex editing: (Please note that the offset to edit and possibly also the value to edit will be different for different versions of StudioMDL.) Just trust the value I'm showing.) Save it, and. (Simply using a value of 0 can cause a few issues. This value is a (Little-Endian) representation of the smallest possible positive number you can use here, besides 0. The next 8 bytes should be "9A 99 99 99 - 99 99 A9 3F" (a Little-Endian representation of 0.05 as a 64-bit float ("Double") value), immediately followed by "54".Ĭhange those 8 bytes to "01 00 00 00 - 00 00 00 00" (make sure to not change the "54"!). I do not take responsibility if anything breaks from you trying to do this!Īfter you've made a backup, open up studiomdl.exe in your hex editor of choice. Now, make sure to make a backup of studiomdl.exe, since you'll be editing it, and you might make mistakes. You should be able to find studiomdl.exe inside this folder. Right-click Source Filmmaker in your Steam library, choose Properties > Local Files > Browse Local Files., and then navigate into the game > bin folder. InstructionsWhat you want to do first of all is finding StudioMDL. A hex editor (I'll be using HxD, but you may be better off with a more modern tool) Requirements- The Source Filmmaker (or potentially another Source engine program coming with a StudioMDL, but then you're on your own) Note that this tutorial will not benefit people who don't make/port models themselves! Also note that if you share a resulting model, other people do not have to do this themselves to use the model properly. I still won't claim the discovery as my own, however. Who discovered it (at least this time, not sure if it has been discovered in the past) says I don't have to credit them for it. I do not claim to have found out about the fix for it myself at all. (See the animated gif down below for an example.)įortunately, it's possible to "hack" StudioMDL to change that value from below 0.05 to below almost nothing, giving you as much freedom with the rigging as you want (as long as you stay within the 3-bone limit per vertex, which unfortunately can not be hacked in the same way). IntroductionBy default, when compiling a model for the Source engine, if a vertex has a link to a bone with a "weight" below 0.05 (5%), that bone is ignored for that vertex.įor very high-poly and/or smooth models, this can result in rigging that might look a little rough or broken when moving bones around.
