Source 2 Filmmaker
This page list the following changes in SFM on the Source 2 engine, as well a tutorial on how to install S2FM.
Contents
Installation
Dota 2 (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
Half-Life: Alyx
- 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.
Counter-Strike 2 (Free, currently in Closed Beta)
- 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
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 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 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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Workshop Tools | ![]() ![]() ![]() ![]() |
Map editors | ![]() |
Map compilers | resourcecompiler • vrad2 • vrad3 |
Map tools | There are currently no tools in this list. |
Model compilers | ![]() |
Model tools | ![]() |
Texture tools | ![]() |
Sound tools | ![]() |
Engine tools | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Other | dmxconvert • vpk |