Source 2 Filmmaker

(S2FM for short), is a successor to , a engine tool that create a flexible, modifiable 3D recording that can be exported as a movie or as a still image.
This page list the following changes in on the engine, as well a tutorial on how to install .
==Installation==
=== (Free)===
* First, install Dota 2 if you haven't already
* Then, install Dota 2 - Workshop Tools DLC, found in the DLC panel of Dota 2 in the Steam Library view
* When launching Dota 2, choose Launch Dota 2 - Tools from the dialog
* The first time you run, select Create Empty Addon, to have a place to put your sessions and custom assets, similar to "usermod" in the standalone SFM
* After clicking Launch Dota 2 Workshop Tools press the SFM button in the Asset Browser toolbar
=== (Free)===
* Click on the Steam VR settings
* Click on start Steam VR home workshop tools
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*First install the Half-Life: Alyx DLC called "Workshop Tools".
*Once installed, clicking 'Play' on HLA in Steam will let you select either the game or the tools to boot up.
*Starting the tools will bring up the Addon window. Here it would be best if you created a new addon with a memorable name (think of this as your Source 1 'usermod' folder) which will be used for all your custom assets, scenes, sounds, etc.
=== (Free)===
* First, install Counter-Strike 2 if you haven't already
* Then, install Counter-Strike 2 - Workshop Tools DLC, found in the DLC panel of Counter-Strike 2 in the Steam Library view
* When launching Counter-Strike 2, choose Launch Counter-Strike 2 - Tools from the dialog
* The first time you run, select Create Empty Addon, to have a place to put your sessions and custom assets, similar to "usermod" in the standalone SFM
* After clicking Launch Counter-Strike 2 Workshop Tools press the SFM button in the Asset Browser toolbar
==Main changes from the stand-alone SFM app==
* Camera and selection viewport changes for improved discoverability, ease-of-use and uniformity with other tools (like Hammer)
** Game camera (aka WASD camera) manipulation now on right mouse drag
** Moving the mouse into the viewport now automatically previews transform controls (without requiring the Ctrl key to be held)
** Transform control selection in viewport also no longer requires holding the ctrl key
* Rigging
** Can now add and remove constraints one by one, in addition to all at once
** IK constraint can now be applied to any bone that has a parent and grandparent
** Added a spline constraint that can be applied to any chain of bones
* Per-shot maps
** Loading maps is now much faster, enough so that you can scrub back and forth between shots with different maps
** Can now have shots with no map, and a background color or image can be set per-shot
** Can now change the map for selected shots from the timeline
* Dota-specific features
** Added character picker that previews heroes and their item sets, and allows adding all the models and particles associated with a hero all at once
** Changed rendering/recording filters to be specific to Dota (buildings and creeps, instead of static props and NPCs)
* Misc
** Uploading images and videos is now done through steamcommunity.com, rather than from within the SFM
** Instancing a particle system now creates a new particle system definition on disk, rather than embedding it in the session
** 64-bit only, which will be able to use more memory (over 4GB RAM), so you can make longer movies in more complex worlds, but also means that a 64-bit version of Windows and 64-bit compatible CPU is needed to run (most systems as old as 16 years should have 64-bit support out of the box)
==New features in the Source 2 SFM==
* Improved load times
* Better integration with other engine tools
* Dynamic & instant reloading of changed assets
* Progressive refinement is much faster for depth of field and antialiasing
* The quality of volumetrics lights is better before progressive refinement (and requires fewer progressive refinement samples)
* Added texture plane primitive for adding simple world-space texture billboards
* Now rendering directly to MP4 movie files using the H.264 video encoding and AAC audio encoding
* Viewport now instantly switches between interactive and progressive refined renders, instead of needing to re-render progressive refinement each time
* Viewport resolution can be changed dynamically, and movie layoff resolution can be higher than the viewport resolution (currently 4096x4096 maximum)
* Stick in/out on non-film clips now sets the in/out point of ALL selected clips, even those that don’t intersect the current time
* Animation Import (from e.g. FBX files) now allows manually connecting and disconnecting imported channels for cases where bone names don’t match
* Depth-sorting particles and light volumetrics can now be controlled by changing the depthSortBias attribute on the particle/light
* No longer clamping animation to channelsclip duration (fixing common confusion around animation freezing after 60 seconds)
* Added Dota-specific features such as global light controls: mapLightScale, timeOfDayAmount, and fog parameters as animatable controls on the camera
==Missing features and limitations from each games S2FM==
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* Phoneme extraction from custom sound files (but the vsnd files that ship with Dota 2 all have phoneme data baked in)
* Shift-time-preview and Shift-drag-time-selection gestures in the viewport (removed intentionally, since they were more confusing than helpful)
* All effects clips other than texture overlay and grain/noise effects clips
* Python scripting
* SFM workshop integration
* HDR rendering (possibly enabled by default)
* Per-bone scale (per-model scale is still available)
** Still available in non-slider form by manually adding a "scale" float to a bone's properties
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* All Playermodels under /character/ are hidden by default as set in the Gameinfo.gi. You can modify it to show the models, but it affects file purity and will not allow your client to play on VAC-secured servers.
* The Eyeballs option in the "Csgo Character" shader currently does not render in Source 2 Filmmaker at all. This will cause characters with eyeballs to lack irises.
* Currently, Lights have multiple bugs:
** Lights cannot use any lightcookies
** Projection lights do not emit light when volumetrics are off, and volumetrics via projection lights end up by default extremely overpowering.
Category:Source Filmmaker
Category:Source 2