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Source Film Maker Uses. (Forums : 3D Modeling & Animating : Source Film Maker Uses.) Locked
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Jan 28 2013, 10:20pm Anchor

Hey guys, I've been doing a slight bit a research on whether or not SFM would be a good tool to animate custom models for fun or to make into a move. When I mean custom I mean completely different look from Valve games. Would it work well? Should I just make animation movies in 3DSMAX, what're your guy's opinions?

I've been wanted to get into some near-life Machinima with the models I make. For those who know me already know I'm a pretty good modeler, if you don't check out my profile.

It seems almost quite obvious but would this make a good animation model? of Course if i textured and make a low res one properly?
Zergling Finished

*To make into a movie*!!

Jan 29 2013, 9:25am Anchor

depends what you are more comfortable with, SFM is better since it does exclusively animation. You also have more effects you can do for finish products(ie Lighting, sound, particles. ) and can easily import new objects


In Soviet Russia, mod develop YOU!

Jan 29 2013, 10:21am Anchor

It's my understand (never got much in to SFM) that you still need to do everything to setup your props, etc. outside SFM anyway, it's just an easier way to animate stuff. There's obviously more options for 3d, that's why Quake Arenas isn't done in a game engine, for example.

But it's still a really neat tool that allows you to do a lot. Think of it as the GameMaker compared to Torque, for example. One is simpler & the other allows much more control and features for those who know what they're doing.


Go play some Quake 2:
It's like Source v0.9, only... better!
Play Paintball for Doom 3!:
Doom 3 Paintball to the Max!

Feb 1 2013, 1:57am Anchor

Well thanks guys for your input, not much to get from what you said though. I still want to give it a try, so wish me luck!

Feb 4 2013, 9:19am Anchor

Regardless, The sfm is still an amazing tool


In Soviet Russia, mod develop YOU!

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