Source Filmmaker

Source Filmmaker

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Add Model via Windows "Open" Dialog
   
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Script
标签: SFM
文件大小
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更新日期
2.830 KB
2020 年 4 月 11 日 上午 6:18
2020 年 4 月 29 日 下午 9:43
3 项改动说明 ( 查看 )

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Add Model via Windows "Open" Dialog

描述
This script allows you to add a model to your shot via the standard Windows file picker, rather than through the SFM one.

The model still needs to be in a place SFM would normally see it, so you can't just pull loose models from your other hard drive or whatever.

Advantages
  • Really fast if you know what you want, since you don't have to wait for the SFM model list to slowly, painstakingly fill up as it digs up all your mounted models.
  • Lighter on memory (all those models you preview are loaded into memory in the SFM model loader), potentially reducing crashes. Useful if you're working with memory heavy models like the Doom stuff.
  • Won't cause a crash if you have too many models mounted, as the SFM model list sadly tends to do.
  • Can add multiple models to a shot at once - useful for characters or scenes that require multiple models to be locked together.

Disadvantages
  • Can't preview models like you can in the SFM model loader. Which sucks if you want to browse through your 27 different drinking glass models to find the perfect one.

How to Use
Right click on any random animationset (a model, a light, etc.) and run the Rig Script "addmodel_nativewindow".

Updates
Updated by Puxtril, who was kind enough to completely rewrite the script. Thanks so much!

30 April 2020:
  • Fixed and allowed models being loaded from other SFM installations

28 April 2020:
  • Complete rewrite by someone who knows what the heck they're doing.
  • Can now add multiple models to the shot at once.
  • Added models now appear at the location of the animationset the rig script was ran on instead of at the map's 0x0 co-ordinates.

Includes:
sfm\animset\addmodel_nativewindow.py
56 条留言
iNocturne 5 月 11 日 上午 6:42 
No curbflow tree so far i am crying. I hope this one saved me.
JokerTheSmoker 3 月 10 日 上午 5:01 
I tested this on Linux. It fully works through proton. 10/10.
CODAC 2023 年 2 月 3 日 上午 4:13 
You have my regards
BreakinBenny 2022 年 12 月 12 日 上午 9:02 
I'd love for some update that fixes or at least avoids the "IndexError: list index out of range" error
Pluvillion 2022 年 7 月 10 日 下午 7:25 
Exactly like how MMD does it. Nice.
J 2022 年 2 月 22 日 下午 5:03 
I'm not sure if this is a bug or not but running the script on a camera makes it so that dragging the "Default" slider, instead of the "rootTransform" bone going to the 0 0 0 coordinates that it's supposed to, it goes to the cameras 'transform' bone from when the script was ran.
mars-5200 2021 年 4 月 24 日 下午 1:38 
pretty ez
mars-5200 2021 年 4 月 24 日 下午 1:38 
i mean for me the script is the first script that appears on my rig list
6000 ANGRY BEES  [作者] 2021 年 4 月 23 日 下午 12:12 
@Gearhart: Trust me, I tried that, but it doesn't look like you're able to mess with animsets from within mainmenu scripts. Annoying, but them's the breaks.
Clockwork Brain 2021 年 4 月 23 日 上午 5:45 
Why does nobody place these sort of scripts in the sfm\mainmenu\ folder? I see so many utility scripts that aren't related to rigging or constraints, yet are inexplicably placed within the animset folder, forcing me to browse through 3 columns of rig scripts just to find them.