Lesson 1 : Using the Graph Editor to Animate
By Antonio Cribari
Obejctive: Learn the basics of the Graph Editor to animate models placed
In the working space
Requirements: A working Steam Client connected to the internet with
Source Filmmaker Installed. You also should have read through Hector’s
Lessons on basic use of Source Filmmaker to understand this lesson.
Open Source Filmmaker and have a project started with a model you wish to
Animate. For this example we’ll use the included TF2 Scout Model
Click the Button in the timeline tab to open the graph editor. Select the
Model in the Animation Set Editor tab. All of the movable bones should appear.
To animate in the graph editor, key frames are used. They determine motion over
time. Place your play head at the beginning of the timeline and press “M” to make
a new key frame. Key frames can be identified by the blue pointing triangle at
the top of the timeline.
We want to create a new key frame, so click about 100 frames over and press “M”
again to make a new key frame.
Ensure the second key frame is selected and move the model in a way you wish
to see movement between two frames. I’ll move his arm up a little to show how
key frames are used to make motion.
On the Timeline tab, press the play button. The motion should simulate between
the two key frames you developed. If you see motion between the two key frames,
you have successfully completed this lesson.
You should now understand the simplicity yet power of the graph editor in SFM.
There isn’t much to it! The creativity from here is up to you. Just remember that
key frames are used as markers in time for movement. The time between key frames
is the time it takes for the motion to occur.
• Animate two models to do an action simultaneously
• Animate a human figure to wave at the camera
• Animate a camera to fly through a loaded map (uses same key frame method)
• Animate two human figures Hi-Fiving