Source 2 Filmmaker: Difference between revisions
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== First | == Launching the SFM in the Dota 2 tools == | ||
* 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 | |||
== Main changes from the stand-alone Source 1 SFM app == | |||
* Camera and selection viewport changes for improved discoverability, ease-of-use and uniformity with other tools (like Hammer) | * 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 | ** Game camera (aka wasd camera) manipulation now on right mouse drag | ||
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** 64-bit only, so you can create longer movies in more complex worlds, but also means that a 64-bit version of Windows is needed to run | ** 64-bit only, so you can create longer movies in more complex worlds, but also means that a 64-bit version of Windows is needed to run | ||
== New features in the Source 2 SFM == | |||
== New | |||
* Improved load times | * Improved load times | ||
* Better integration with other tools | * Better integration with other engine tools | ||
* Dynamic reloading of changed assets | * Dynamic & instant reloading of changed assets | ||
* Progressive refinement is much faster for depth of field and antialiasing | * 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) | * The quality of volumetrics lights is better before progressive refinement (and requires fewer progressive refinement samples) | ||
Line 38: | Line 39: | ||
* Now rendering directly to MP4 movie files using the H.264 video encoding and AAC audio encoding | * 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 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 | * 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 | * 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 now allows manually connecting and disconnecting imported channels for cases where bone names don’t match | * Animation Import (from e.g. FBX files) now allows manually connecting and disconnecting imported channels for cases where bone names don’t match | ||
* Added mapLightScale, timeOfDayAmount, and fog parameters as animatable controls on camera | * Added mapLightScale, timeOfDayAmount, and fog parameters as animatable controls on camera | ||
* Depth-sorting particles and light volumetrics can now be controlled by changing the depthSortBias attribute on the particle/light | * 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) | * No longer clamping animation to channelsclip duration (fixing common confusion around animation freezing after 60 seconds) | ||
== Missing | == Missing features from the Dota 2 SFM == | ||
* Phoneme extraction from custom sound files (but the vsnd files that ship with Dota 2 all have phoneme data baked in) | * Phoneme extraction from custom sound files (but the vsnd files that ship with Dota 2 all have phoneme data baked in) |
Revision as of 21:54, 4 December 2019
Launching the SFM in the Dota 2 tools
- 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
Main changes from the stand-alone Source 1 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, so you can create longer movies in more complex worlds, but also means that a 64-bit version of Windows is needed to run
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
- Added mapLightScale, timeOfDayAmount, and fog parameters as animatable controls on camera
- 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)
Missing features from the Dota 2 SFM
- 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 useful)
- All effects clips other than texture overlay and grain/noise effects clips
- Python scripting
- SFM workshop integration
- HDR rendering
- 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