nyuuzyou/wikis huggingface dataset:
SFM/Puppeteering

Puppeteering means making changes to controls during playback. You can do this with any kind of manipulator: control sliders, the viewport, or a 3D manipulator. Using a manipulator while playback is running automatically records your modifications into the floating modification layer.
To puppeteer an animation:
# Select the control(s) that you want to puppeteer.
# If you want the new animation to start at the beginning of the shot, press to move the playhead there.
# With the screen manipulator, set the control's rotation the way you want it for the beginning of the shot.
# Press and hold the left mouse button inside the screen manipulator.
# Without releasing the button, press . The shot will start playing back.
# Drag to create the real-time movement you want. When you're done, press again to stop the playback.
Now that you have puppeteered an animation, you can adjust and manipulate that animation as you would any other in the Motion Editor or the Graph Editor.
You can repeat the puppeteering process as many times as you like.
==Using One Model to Puppeteer Another Model==
Another form of puppeteering is transferring the animation of one model's sequence to another. For example, transferring the walking sequence animation of the Dr. Breen model from HL2 to the Heavy model in TF2. This can either be done via Doc/Revzin's Puppet Script or manually. The puppet script will remove the puppet's Animation Set so it might be preferable in some cases to do it manually if editing the puppet's facial expressions and other non-transferable animations is desired.
To do it manually, import two models. Adjust the "master" model so that it has a similar pose to the "puppet" model. Leave a second or so out of the Motion Editor so that the master starts in reference pose. Then Import the desired sequence to the master. 
Select the master's pelvis bone then the puppet's pelvis bone (must be in this order.) Right click the puppet's pelvis bone in the Animation Set Viewer and select DAG utilities menu > constraint_orient. Do the same thing again, and this time select DAG utilities menu > constraint_point.
Choosing only DAG utilities menu > constraint_orient, do the same for every bone of the spine, neck, head, arms, hands, legs, and feet of the puppet. 
The puppet will now adopt the movement of its master. 
To remove the master without affecting the puppet's animation, lock all of the bones in the puppet that have the constraints which were just added by clicking the checkbox to their left. After they are all locked, right click the puppet's whole animation set and select constraints > remove constraints. Then the bones can be unlocked and the master can be deleted. Alternately, you can also hide the master's animation set if further puppeting is needed.
Animation sequences that have been transferred to the puppet can be saved as a .dmx for later use by right click the puppet's Animation Set and going to Export>Animation; if it's grayed out, check to see if all the bones are unlocked.
== See also ==
* Manipulating objects overview
Category:Source Filmmaker
SFM/Recording gameplay

When you record gameplay, you automatically record all the 3D elements and animations in that gameplay—and there can be thousands.
== Basics ==
To record gameplay:
# Make sure your player character is in position.
# If you're in game mode, toggle it off ().
# Click the record button underneath the viewport.
# Set the recording options to filter out what you don't want to capture in the recording (you can take the defaults until you know what options you want to modify). Because, by default, the SFM records almost everything in the game world—which is a lot of data to maintain and process—it's sometimes a good idea to restrict what the SFM records.
# Wait to hear four beeps; the final beep tells you that the SFM is starting its recording.
# Do what you want to record in the game.
# When you're done, press to stop recording. The SFM will return you to movie mode.
# To play the gameplay that you just recorded, press . It will be displayed in the viewport.
Because the Animation Set Editor would become too crowded to easily find what you're looking for if it displayed all these elements, it displays only the animation sets you add manually. If you want to modify the animation of an element recorded during gameplay, you add an animation set for it by clicking the Add button (), clicking Create Animation Set(s) for Existing Element(s), and choosing the recorded element you want to modify.
== Players and models ==
When you're recording in game mode, if you're playing with other players, you can all interact with each other as normal. After you've recorded the gameplay, however, the player characters become models: their motion is controlled by animation and the timeline, not by game logic. This means you can see them as a player in game mode, but you can't interact with them anymore.
== Creating additional recordings ==
You can create as many additional recordings of gameplay as you like, but each one will be restricted to the duration of the currently selected shot. Wait till after the fourth beep, and then begin the gameplay you want to record. When you hear four more beeps, your recording is about to stop. After it stops, the SFM returns to movie mode.
== Switching player characters in TF2 ==
When in game mode, you can switch characters with the comma, and switch teams with the period, just as in the game.
== Deleting takes ==
You can delete a specific gameplay recording by right-clicking the shot it's in on the timeline, clicking Cleanup, and clicking Manage Takes. Choose the take that you want to delete, and click Delete.
== See also ==
* Movie mode and game mode
Category:Source Filmmaker
SFM/Recording multiplayer gameplay

You can record gameplay with multiple players, but only if each player's machine is currently running the SFM.
When you record gameplay with multiple players, all players connect to the machine of the host player, who is the player recording the action. The host player's machine acts as a server.
The host player loads the map. All players go into gameplay mode in the SFM to get into position. Then, the host player exits gameplay mode, starts the recording, and signals the other players when it's time to start the action. While the take is being recorded, the players can play as normal.
How to set the server and record gameplay with multiple players:
# Host must have the necessary ports opened (usually TCP/UPD 27015) without any firewall. Can be used a VPN instead.
# Host enters 'sv_lan 0' into the console in game
# Make sure each player is currently running the SFM.
# Make sure each player is connected to the same server.
# Have the host player load the map.
# In the SFM, have each player (except the host player) bring up the console window by clicking Console on the Windows menu, or by pressing the open single-quotation mark (underneath the tilde ). Then, type connect SFM_host_machine, where SFM_host_machine is the name (or IP) of the machine you want to use to record the take.
# Have everyone go into game mode and get into places for the take.
# Have the host player exit game mode and start the recording.
# Have the host player signal the rest of the players when it's time to start the action (after the final beep).
# When the take is finished, have the host player stop the recording.
== See also ==
* Recording gameplay
Category:Source Filmmaker
SFM/Recording new dialog

You can record your own dialog, and then extract its phonemes to create a preliminary lip-sync animation, which you can then manually refine.
To record dialog:
# Make sure your microphone is turned on and working.
# Click somewhere in the Clip Editor to give it focus.
# Move the playhead to where you want the dialog to start.
# Press to start recording your audio.
# Say your lines of dialog.
# Press again to stop the recording.
Your dialog will be recorded into the Dialog track. If the Dialog track doesn't exist, the SFM will create one for you inside the Sound track group (and if the Sound track group doesn't exist, the SFM will create that for you too).
== See also ==
* Working with sound
* Track groups
* Adding sound clips
* Lip-sync animation and Extract Phonemes
Category:Source Filmmaker
SFM/Removing objects

To remove an object from a shot, you delete its animation set.
To delete an object from a shot:
# In the Animation Set Editor, select the animation set(s) you want to delete.
# Right-click one of the selected animation sets, and click Delete Animation Set(s).
Note that you can't delete or hide an object that's part of the map because it is baked into the map. If it's in the map, it's in the scene. You can always cover it with other objects if you don't want it visible.
== See also ==
* Adding objects
* Selecting objects
Category:Source Filmmaker
SFM/Rendering at 1080p

When the exports your movie, its default is to render at 720p. This means that your movie will be 1280 pixels wide by 720 pixels high, which is an average resolution for most movies made with the SFM. If you want your movie to have a higher resolution, you can instead render at 1080p, which means a movie that is 1920 pixels wide by 1080 pixels high, also known as Full HD resolution.
If you want to render at 1080p, you must set the appropriate command-line startup option before you launch the SFM.
To render at 1080p:
# Quit the Source Filmmaker if it's open.
# In Steam, right-click Source Filmmaker, click Properties, click the SET LAUNCH OPTIONS button, and add to your command-line startup options.
# Launch the Source Filmmaker.
You can also use this command-line switch in a command prompt or in a desktop shortcut. 
Once Source Filmmaker is running, you will be able to select higher export resolutions via the Export Movie panel. This also affects the resolution of image exports.
If you want to change back to the default render setting of 720p, just remove from your launch options.
== See also ==
* Rendering at 4K
* Command-line startup options
SFM/Rendering at 4K

Category:Source Filmmaker
As of version 0.9.6.2, supports the option of exporting a movie or image sequence at 4K (3840 x 2160) resolution. 
If you want to render at 4K, you must set the appropriate command-line startup option before you launch the SFM.
To render at 4K:
# Quit the Source Filmmaker if it's open.
# In Steam, right-click Source Filmmaker, click Properties, click the SET LAUNCH OPTIONS button, and add -sfm_resolution 2160 -w 3840 -h 2160 to your command-line startup options.
# Launch the Source Filmmaker.
You can also use this command-line switch in a command prompt or in a desktop shortcut.
Once Source Filmmaker is running, you will be able to select higher export resolutions via the Export Movie panel; This also affects the resolution of image exports.
If you want to change back to the default render setting of 720p, just remove -sfm_resolution 2160 -w 3840 -h 2160 from your launch options.
== See also ==
* Rendering at 1080p
* Command-line startup options
SFM/Rendering in stereoscopic 3D

To render a given scene in stereoscopic 3D (side by side):
# After you finish your animation or picture click on File, click Export, click Movie..., or press the keyboard shortcut Ctrl+M.
# In the lower left corner of the Export Movie... window, select More Options > > >.
# Click the Layoff Settings tab.
# In the Stereoscopic row check the checkboxes Render Stereoscopic.
When exporting a scene with this option enabled SFM will render left and right images after another. If an image sequence is exported SFM will create separate folder for left and right images.
When you click Export Movie your scene will be rendered at the selected resolution and frame rate and the output will be stereoscopic 3D.
== Both sides in a single file ==
If you want to export both the left and right frame to a single file instead of after another in case of a movie or separate files in case of an image sequence you have to check Single File (side by side) in the Layoff Settings tab before exporting your sequence.
Category: Source Filmmaker
SFM/Replacing animation sets

You may want to have different people working on different elements of the same shot. For example, one animator may want to tune lights while another animator refines camera animation, both in the same shot. With the SFM, you can do this by working on different copies of the session, and then merging the work back together.
To add animation sets of one shot to another shot:
# Follow the procedure in Importing a second session in the Element Viewer.
# Make sure the timeline is in Clip Editor mode.
# Expand the clip in the miscBin, and then expand subClipTrackGroup, tracks, Film, and children. Find the shot you want to import from; it must have the same name as the shot you want to copy animation sets into.
# Drag the new shot from the miscBin onto the filmstrip. Click Choose Animation Sets without changing existing timeframe in the dialog box.
# In the Replace in Timeline dialog box, choose the animation sets you want to copy from the imported shot into the existing shot. You can tell whether you are replacing an existing animation set or adding a new one by looking at the right side of the dialog box.
== See also ==
* Conforming
* Importing a second session in the Element Viewer
* Copying shots from a different session
* Replacing shots
* Copying visual effects clips and sound clips from a different session
* Working with the Element Viewer
Category:Source Filmmaker
SFM/Replacing shots

Each shot in a session must have a unique name. When you import an updated shot into session A that already contains a shot with that name, you'll get the option to replace the entire shot, or to replace (or add) individual elements of that shot. If you want to add a shot to session A instead of replacing an existing shot, make sure the shot you want to add doesn't have the same name as any shot in your current session A.
To replace one shot with another from a different session:
# Follow the procedure in Importing a second session in the Element Viewer.
# Make sure the timeline is in Clip Editor mode.
# Expand the clip in the miscBin, and then expand subClipTrackGroup, tracks, Film, and children. Find the new shot; it must have the same name as the shot you want to copy elements into.
# Drag the new shot from the miscBin onto the filmstrip. Click Replace existing clips with dragged clips in the dialog box.
# If the shots don't match in duration, you'll see another dialog box that will ask you whether you want to change the duration of the sequence or keep the duration of the original shot. Choose the option you prefer.
== See also ==
* Conforming
* Importing a second session in the Element Viewer
* Copying shots from a different session
* Replacing animation sets
* Copying visual effects clips and sound clips from a different session
* Working with the Element Viewer
Category:Source Filmmaker
SFM/Sample beginner's workflow

Here's an example of a basic workflow that beginners can use:
# Load a map.
# Set a scene camera.
# Record gameplay into one master shot.
# Divide the master shot into as many individual shots as needed.
# Add objects to individual shots.
# Position and animate your objects.
# Add sounds if necessary, including dialog.
# Create any lip-sync you want for your characters.
# Add lights.
# Add visual effects.
# Make your final modifications.
# Export your 3D session as a 2D movie (or still image).
Category:Source Filmmaker
SFM/Screencast

You can automatically create time-lapses of your work in The Source Filmmaker by using the Screencast feature on the Help menu. This will automatically save a .PNG file inside the target Screencast folder every time you release the mouse or a hotkey. Any video encoder can be used to make a movie from the image sequence, though Valve tends to use FFMPEG, which can also be found as part of WinFF package.
	
Here's a snapshot of some typical settings, but they can be altered as needed:
Here are the same FFMPEG settings for copy and paste:
 -y -loglevel panic -sameq -f image2 -i %9d.png -vcodec mpeg4 -aspect 16:9 -s 1280x720 -r 23.976 -vb 8000000 <FULL_MOVIE_PATH>
Category:Source Filmmaker
SFM/Selecting objects

When you select an object, you're actually selecting controls in its animation set.
To select controls:
# Expand the object's animation set in the Animation Set Editor.
# Click the control you want to select. Hold down and click to select multiple controls, or to deselect a control. Hold down and click to select a region of adjacent controls.
Or:
* Hover the mouse pointer in the viewport, hold down to show selectable controls, and click the control you want to select. Alternatively, you can lasso-select multiple controls by holding down and dragging. Hold down + and click to toggle the selection of controls. Hold down + and click to deselect controls in the viewport. Hold down ++ and click to add to the current selection.
== See also ==
* Adding objects
* Removing objects
Category:Source Filmmaker
SFM/Selecting time

In the Motion Editor, you can explicitly select a region of time to modify. (You can implicitly select time in the Graph Editor by using keyframes.) You can then make modifications to selected controls and apply them only to that time selection. Alternatively, you can make the modifications first, and then, on the fly, adjust the time those changes are applied to by adjusting your time selection.
When you first go into the Motion Editor, all of time is selected by default; you can tell this because the entire Motion Editor is green (indicating time selection), and because on either side of the Motion Editor, you'll see a vertical green zig-zag handle. These are the infinite time selection handles.
To go into the Motion Editor, click its button () in the upper-left corner of the timeline.
To select a region of time:
* Holding down , drag to select a region of time. The selection turns green.
Or:
* Drag the infinite time selection handles toward the center of the Motion Editor to shorten the time selection. You can also drag one infinite time selection handle to limit the time selection only on one side.
To select all of time:
* Press +.
Or:
* Drag the boundary on either side of the time selection all the way to its side of the Motion Editor until it turns back into an infinite time selection handle.
== Creating falloffs ==
You may not want abrupt camera jumps or object animations in your movie. You can create a falloff to soften and blend the transitions. 
A time selection with falloffs has three sections: the first falloff (at the beginning), the hold (in the middle, between the two falloffs), and the second falloff (at the end).
You can create a falloff in a few different ways:
* Hover the mouse pointer near the edge of the time selection, until the pointer turns into a double-headed arrow (). Drag to create the falloff.
* With time selected, hold down and rotate the mouse wheel.
* Holding down the entire time, drag (sets the first falloff), release the mouse button and move the mouse pointer a little to one side (sets the hold), and then drag again (sets the second falloff).
* Holding down the entire time, drag to set the hold, release the mouse button, move the mouse pointer back to where you want the first falloff to begin, and drag all the way to where you want the second falloff to end.
After you've created a falloff, you can drag any of the time selection's edges to adjust it. You can also change the falloff curve type by pressing one of the falloff hotkeys: , , , or .
To quickly adjust falloffs:
* Holding down , drag with the right mouse button to the right or left. This will reset the falloff the mouse pointer is closest to.
== Scaling a time selection ==
You can scale a time selection by holding down Alt and dragging either of its edges to the left or right.
== Retiming a time selection ==
You can retime a time selection (move it backward or forward on the timeline) by holding down Alt and dragging left or right inside it.
== See also ==
* The Graph Editor
* The timeline
* The floating modification layer
Category:Source Filmmaker
SFM/Starting the SFM

You can launch the SFM directly from Steam, as you would any other game. When you launch the SFM, you'll see a startup screen that you can use to open a recent session, create a new session, or browse to an existing session. Specify a name for your session and a directory to save it in, and click Create.
== Loading a map ==
Before you can begin creating a movie, you have to load a map. Right-click in the viewport window, and then click Load Map. You'll get a list of maps available on your computer. You can filter this list by mod by typing text in the Mod Filter box at the top or by using the drop-down list. You can also filter by file name by typing text in the Filter box at the bottom. Choose the map you want, and click Open.
== The session ==
The SFM saves your movie as a .dmx file, which is your session. Inside each session, on the timeline, is the sequence, which contains a series of shots that make up your movie. Each shot contains a unique scene, which starts with a single Source engine–generated game map. As you play back your sequence, every time it plays a different shot, the scene for the old shot is unloaded and the scene for the new one is loaded. Each scene contains elements, such as cameras, lights, and models.
== See also ==
* UI overview
Category:Source Filmmaker
SFM/Subscribing To Workshop Items

== Subscribing To Workshop Items ==
Once you’ve published an item, your default web browser will open the detail page for that item if you had that option checked in the publish dialog. You can view all the files that have been published to the SFM on the SFM Workshop page.
From there, you can click on any workshop item to get to its detail page, where you can press the Subscribe button to subscribe to that item. If you have the SFM running, it should ask you if you’d like to download the item now. If you don’t have the SFM running, it will ask you the next time you start the SFM. If you choose to download the item, it will be downloaded to the workshop mod, next to the default usermod mod. The SFM will notify you when it finishes the download, at which point you can add the included files to your session. The individual files are listed in the description for the item, so you can refer to the detail page for the item on the workshop to see what to search for in the various asset browsers. If you unsubscribe from an item, or if that item is deleted by its owner, the SFM will ask you if you’d like to delete the item from your drive. If you tell the SFM to delete the item, it may still appear in your session, and render or play properly, but the next time you launch the SFM, deleted models will appear as big red error models, and deleted sounds will simply not play.
Category:Source Filmmaker