How to Create Your Own Team Fortress 2 Taunt Using Blender | 2014 Edition
Since my last tutorial is heavily out of date, I've decided to make an updated one. Now, you can get around the issues that the Steampipe update caused last year.
Links:
Source SDK - Steam Tools Tab
Blender - http://www.blender.org/
Blender Source Tools - http://steamreview.org/BlenderSourceTools/
Crowbar - http://steamcommunity.com/groups/CrowbarTool
Notepad++ - http://notepad-plus-plus.org/
GCFScape - http://nemesis.thewavelength.net/index.php?p=26
Extra notes:
To remove the cube that appears when you start up Blender, select it by right clicking on it, press delete and hit enter.
If you wish to be able to select objects, bones, etc with the left mouse button instead of the right, go to File, User Preferences..., click on the 'Input' tab and select 'Left' in the 'Select With' option.
If you want to change any of the taunt animations that aren't in the SDK animations folder such as schadenfreude, replay or conga, find the name of the animation that you want to replace (taunt_laugh for instance) and make sure that your new animation has the same number of frames as the original one.
It's possible to export your animations from SFM and import them to Blender, however, they will only start at frame 120. Before you ask, no, changing the start frame to 120 won't solve anything.
Script:
// defining the upaxis is needed for maya exports
$upaxis Z
$modelname player/(Character)_animations.mdl
$includemodel player/(Character)_animations2.mdl
$definevariable infoNode "(Character)Info"
$include "(Character)_definebones.qci"
// include the file that sets up the ikchains
$include "../../TF_animation_rules/ruleshierarchy.qci"
$include "../../TF_animation_rules/TF_macros_list.qci"
$pushd "../animations"
$sequence (Animation) "(Animation)" snap fps 30
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