[SFM2] Windwalker Echo (UE5)


This is a port of LeGuymelef's Echo Blender Model to SFM2. This was done to see if Source 2 could handle such a detailed model.


  • New Facial Flex Controller (Mixture of FACS2 and ARKit)
  • Source 1 like QC eyes (sliders)
  • Phoneme flexes
  • Tongue controls
  • Compatible with SFM2's Auto-Attach Rig (instructions below)
  • Renamed bones for body and finger so SFM2 sorts them automatically
  • Skin option to disable AO and change skin shader
  • Ray traced bent normal maps for face & body

Installation instructions:

Extract the content of the archive into your Half-Life Alyx\game\hlvr_addons\ currentaddon folder

Included files

The entire model is contained in "justaEchoSFM2".

Flex instructions:

The model uses a new "advanced" flex controllers which is based on FACS2 and ARKit. This will be new standard for all my models going forward, so if you are missing something please let me know.

I HIGHLY recommend using the sfm_default_animation_groups included on this page to sort all the flexes. If you don't, your "unknown" flex group will be littered with FACS action units (AU) and action descriptors (AD) that most people probably won't want to use. The sfm_default_animation_groups is compatible with all my other SFM2 models. If you have downloaded it from one of my other SFM2 models, then no need to redownload it.

IF you use the sfm_default_animation_groups, the raw AU and AD controls will be under "Manual FACS". These sliders allow you to use any flex ignoring the "rules" implemented in the flex controller.

Rigging Instructions

The Auto-Attach Rig won't work on the base pose of the model. You have to manually rotate the upper and lower leg bones a bit before applying the rig. Things seem to work fine afterwards.

AO Control

As Source 2 does not have Screen Space Ambient Occlusion like Source 1, AO and Bent Normal maps have to be generated. The default skin has Valve's standard skin shader, AO and Bent Normals. Skin 2 uses diffuse wrap instead of Valve's light transmission to emulate SSS. Skin 3 disables AO on model.

Body Group Instructions

No body groups


Added sliders to move the eyes under "eyes" group. The eye sliders have L/R groups so the eyes can move independently from one another if you want to give the model a cross eyed expression. The eyes can also be moved using the eye bones. Easiest way is to select both eyes and set rotation to "local" so they move together.

Everything should work as well as with my other SFM2 ports. Fully working model for animations now. Not for weak PCs! This model is extremely resource intensive.


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Filename Downloads Created Filesize
  Animation_Groups_20220105_YwbSy6V.7z   86 2022-01-11 16:32:45 7.11 KB
File contents:
  justaEchoSFM2.7z   136 2022-01-11 16:31:24 503.16 MB
File contents:
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Ripping ENCRYPTED Unreal Engine Models
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