Nice idea,can't wait for it to be released!
Nice idea,can't wait for it to be released!
It's not about who does it first, it's about who does it better.
The Beta's nearly done. I'm working on better performance and debugging it. Also, some minor features (error messages in chat or in console etc.) will be added before the first release.
Depending on the circumstances in real life, it may come out in this week.
Also, I wrote a quick list of the current commands, types and scripts. But be warned: It's not user-friendly written yet. (Link removed, here's the current manual)
The first versions have their focus in quality but not in user-friendliness. If I'm finished, I MAY write GUIs, but in my opinion, commands are faster to execute than GUIs and require not much practice. Instead of writing a GUI, I would rather write a detailled tutorial that describes how to use DMod in normal and advanced ways.
For managing scenes (moving/copying/deleting frames), you only have to have the data/dmod/ folder opened and know how to move/copy/delete files.
Maybe I'll find a friendly LUA-Coder doing the GUI stuff if it's actually needed.
Now if only someone remade SFM or even got it to work with gmod :swoon:
I have an idea, make it so you can parent a camera to a part of the animated ragdoll.
Director's Mod can be downloaded per SVN now.
It's still under development. Stuff might be changed, while new features will be added and bugs will be fixed. Don't hesitate to give me suggestions for improvement and report bugs.
You don't need to worry about your animation files. If they should get incompatible with newer versions, I'll release a converter.
To add DMod to GMod, you should create a new folder in the addons folder. The name doesn't matter. Checkout the folder with this url: http://svn.gmod.de/svn/directorsmod/trunk/
You can download it from garrysmod.org, too. But I would suggest you to use SVN if you can.
After downloading, you can read the tutorial and the manual which have been added to the new folder with DMod.
I'll edit the first post sometimes. Some stuff there don't fit with the new versions anymore.
If everything goes well, I'll add better interpolation techniques (f.e. cubic spline interpolation), more types and more features. You can expect some improvements in existing features, too. Only one thing: Think with Valve Time. It's getting busy here.
JokeSpeaker's friend on youtube commented on his tutorial for this explaining how JS would be happy for anyone else to come up with a menu, but he feels that one isnt required and therefore probably wont produce one himself
Just to clarify
Very difficult make machinima with that mod because it need over9000 hours
(User was banned for this post ("Memeshit" - grea$emonkey))
this is complicated as fuck
This needs a GUI. Maybe someone who write one up. This isn't n00b proof as far as I'm concerned. No offense though.
If I had built in a GUI then your next problem would have been how complicated DMod is. If you were able to understand how to use DMod itself then you would be able to use the console, too.
It's not a toy like almost every addon is. It is something that requires a brain and work.
Learn how to use the console. It's faster than a GUI and easy if understood.
That isn't really the point though. As was said before you should at least add it in as an optional feature. Those who can use the console faster can do so, and those who aren't as technical with stuff are able to use the GUI.
I'd be more than happy to feature this mod on our news site in its current state, however, I'll wait to see what you do with it next first.
Anyway, this looks really nice, and definitely has a lot of potential behind it. I'd definitely see myself using it.
I can use both, but i tend to use the menus because either it's
1. Press console key, type in command, press enter, press close console button
2. Press context key, hit button, close context menu
considering that C is directly under my index finger while the console button is awkwardly up in the top left (i know this can be rebinded) as well as the amount of time it takes to type in the command, i would prefer a GUI
i am aware of key binds but i have them all mapped to things i use all the time :/
Maybe I'll change my mind about it and write the GUI. Depends on how popular DMod gets.
... This is relevant to my interests.
You won't have a lot of people using this if they can't use it. If you want people to use it, maybe you should make the tutorial a bit easier to understand or make a video tutorial so can actually see what's going one instead of look at a wall of text and single frame images.
Nice, Very very nice, I do hope this gets popular Btw, A GUI menu would help a lot.
Well, I finally made one, But I found an error recording with registered fraps, I get a lua error that says: Infinite loop detected! How would I fix this?
I uploaded my test, Its good considering I toyed around with it for ages trying to make it:
I've decided to make a GUI now.
The tutorial needs to be overhauled, but I don't know when I'll do this.
Temporary solution: Use Source Recorder instead.
This would be hella popular with a good GUI.
Seriously, implement a GUI in the next update. There's hardly anyone who prefers console > GUI.
Just looked at it, this looks fairly interesting to beat one of Source's moviemaking limitations, which is not being able to reproduce one scene exactly like it went
For animating models, it's just better to go and learn a 3D package, though — http://www.youtube.com/watch?v=6rYmEv_4Ntg
Your wish in its current state:
The empty boxes are for the marks, types, scripts and script parameters.
Here is a new animation test with Joker's Dircetor's Mod. I don't know about you guys but it just rocks!
Ps.: Except the POV Shot and the Faceposing, everything was made with DMod.