SFMLab will soon be migrated to a new codebase. In preparation for this, we have temporarily disabled some site functionality, namely the features listed below. This is necessary to ensure the move will not lead to accidental data-loss. You should still be able to download existing files available on the site.(although the EU server will suffer from reduced availability)
SFMLab will stay in read-only mode until the end of February, when the migrations are set to conclude.
More pics/workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=514107785
Huge update, read the changelog if you're interested.
Scales are smaller, and skeletons are modified. If you were working on something, this version will definitely break it.
You can get temporary model overrides for the old skeleton and scale, to continue working on whatever you were doing until you're ready to switch. Additionally, you can get separate model overrides that scales everything back to TF2 like it was before, but with the new skeletons. This second pack is mainly for convenience when working on TF2 or similarly scaled maps, also jigglebones can't scale with the SFM scale controls so this may be necessary for animators.
All the new features have been applied to both sets of overrides, so pick and choose whatever you need, it's all there. Make sure to replace the materials for the eyeballs if you get an override, the new values in the VMT files are needed to work with the different scales.
All supplementary files are now in a single extra download, control groups, IK rigs, particles, etc. You can find that below, but what you need for this specific submission is also in the main download.
This is an enhanced version of Zelda's model from Hyrule Warriors. Collab between me and SediSocks.
Polycount has been increased in multiple areas, rigging improved all over, texture AO cleaned to allow additional bodygrouping, texture seams patched, and other general improvements over the original model.
She has extensive jigglebones all across her rig that procedurally animate her jewels, hair, and dress, obeying gravity and most collision in the process.
There are two versions of the model that can be loaded:
zelda.mdl has a static dress for manual posing.
zelda_j.mdl has a fully jiggleboned dress that should (hopefully) work decently when exposed to light to moderate animation.
Unfortunately due to bone limits, I couldn't bodygroup the jiggle dress, so two models were necessary in order keep the dress jiggles toggleable separately from the other procedural bones.
Due to the complexity of the jigglebones (and Source's inadequacy concerning them) you may experience situations while animating where the jigglebones cause significant clipping. In an attempt to rectify these problems when encountered, [without having to bake procedural bones], each jigglebone has been given a non-jiggled parent, that will allow you to manipulate the mesh even while under the direct influence of the jigglebones. These special jiggle manipulator bones will hopefully keep all bad jigglebone situations under control.
Note that when using the jiggle manipulator bones, you may need to exaggerate the motion you want to apply, as the jiggles are also fighting to move the mesh at the same time.
I highly recommend using my control groups file, as there are a LOT of bones, and things can get confusing without proper bone identifications in the animation set editor.
List of features:
Skin 1: Default Zelda with armor materials resembling her in-game appearance
Skin 2: Default Zelda with armor materials resembling her promo picture appearance
Skin 3: Blue Maiden skin
Skin 4: Hilda skin
Her weapons from Hyrule Warriors and the Light Arrows from Smash 4 are also included as usable props.
An IK rig is included, although any 2-spine bone rig will work.
Also included is an optional Control Groups file to allow SFM to identify and properly group all of Zelda's unique bones. The Control Groups file is the same as my other Hyrule Warriors submissions so you only need it once. Just use the one that is from the most recent release.
The control groups files goes in SourceFilmmaker\game\platform\cfg\ Ideally, copy the contents of the bottom of the file provided into your own sfm_defaultanimationgroups.txt file, but if you have never modified this file before, it is safe to just replace it completely with the one in the download.
Taco: Enhancements / Modelling / Flexes / Materials
SediSocks: Base Import / Texturing / Materials
Thanatos-3D: Hair and dress mesh rebuild
Team Ninja/Omega Force: Original Models/Textures
Special thanks to Chrrox, Twili, and RTB, who all contributed to making Hyrule Warriors porting possible
The Legend of Zelda is ©Nintendo, pls no sue
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