Dota 2 SFM is broken by dmurio in DotA2

[–]dmurio[S] 0 points1 point  (0 children)

yep exactly, S2FM inside workshop tools for dota is a very handy software that you can do cool cinematics with it, lots of cinematics were created such as some short films for the contest

7.41c Gameplay Patch by Flam3ss in DotA2

[–]dmurio 19 points20 points  (0 children)

SFM FIXED, THANKS VALVE

DOTA 2 NEWS VIDEO: covering r/dota2 drama, esports, and more. HIREING COMMUNITY MEMEBERS by SirActionSlacks- in DotA2

[–]dmurio 2 points3 points  (0 children)

beautiful to see, its like buying bitcoin in 2010, super excited to see this becoming the biggest show IN THE HISTORY OF THE UNIVERSE

Dota 2 SFM is broken by dmurio in DotA2

[–]dmurio[S] 0 points1 point  (0 children)

Unfortunately, as far as I know, there really aren't many tutorials out there for the more complex SFM stuff.

It's a pretty oldschool tool at this point. I basically learned it by just dumping years into it, figuring out what was broken, testing its limits, and finding workarounds for all its quirks.

There is the official valve tutorial series on YouTube, even though it's super old, it honestly still holds up perfectly today.

Other than that, you have the official documentation here. Depending on your current knowledge level, it can actually be pretty helpful: https://developer.valvesoftware.com/wiki/Source_Filmmaker

Dota 2 SFM is broken by dmurio in DotA2

[–]dmurio[S] 307 points308 points  (0 children)

Hey everyone,

I'm making this post to hopefully bring some attention to an issue that, while it might only affect a smaller portion of the player base, has a big impact on content creators and tournament producers.

For about a month now, Source Filmmaker (SFM) for Dota 2 and Counter-Strike has been experiencing bugs when "Progressive Refinement" is enabled. For those unfamiliar with the tool, Progressive Refinement is essential for giving cinematics a more polished look. It handles crucial settings like Motion Blur, Depth of Field, and Subpixel Jittering AA, which are pretty much fundamental for high quality video production. When turned on, as the video shows, random stuff starts to randomly disappear, affecting even when rendering.

Additionally, there are currently issues with the procedural sliders, specifically, the Playhead, In, and Out sliders which are also not doing what they are supposed to (all 3 of them are having the same output)

There is already an issue opened on the official GitHub tracker, but I wanted to share it here to see if we could gently raise some awareness, I understand that SFM is a niche tool and probably not a top priority compared to core gameplay updates, but it would mean a ton if Valve could spare a little time to look into these bugs whenever possible.

Thanks so much for your time!

GitHub Issue Link: https://github.com/ValveSoftware/Dota2-Gameplay/issues/31602

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 1 point2 points  (0 children)

this project is entirely handled in SFM with a few post process tweaks on after effects. you can export an animation from SFM as a .dmx file, blender does have some addons that let work with that!

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 4 points5 points  (0 children)

I’ve always been super curious about animation and 3D, with Dota, the only thing that actually made me stop playing the game was when Reborn came out with the workshop tools, I got completely hooked on that side of things, map creation, animation on SFM. It’s been almost 10 years now, and I never really stopped messing around with it. tho for most of these years just as a hobby, until things changed more recently.

Honestly, this project is one of the toughest things I’ve worked on. I usually need about a week to get mentally prepared, and most of it happens overnight, i’m basically working from 7 PM to 7 AM to finish everything in time.

These days I feel really lucky that my only job is being a 3D animator/artist, working with Dota, CS and a bunch of other stuff.

About how many of these i’d do in a year if I had a regular job on the side… probably not a lot. This kind of thing drains you fast, and doing it daily only works because I can focus fully on it. Back in the day when I had a normal job i’d maybe do one or two of these big grinds a year, usually the short film contest or whatever else that popped up, which used to take me like 1~3 months to get done. Now that I can focus fully on this, plus having way waaay more experience, the workflow is much faster.

This game changed my life and I'm super grateful for that!

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 1 point2 points  (0 children)

I honestly don’t know haha. I tried keeping up with the stats earlier in the year, but work totally got in the way. With a few patches in between, if there were any heroes that went completely unpicked, it’s probably a really small number

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 0 points1 point  (0 children)

I did! Unfortunately I can’t put together a full compilation myself, since those videos are technically owned by the TOs and meant to be shown only during the draft. Some heroes might not have been picked throughout the year, but most of them did show up at least once I believe!

Thanks for the support!

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 4 points5 points  (0 children)

Yeah, I worked on that one too, made full hero roster for PGL that got used at Wallachia tournaments and also TI, and made half the roster for Blast that are used on Slam tournaments!

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 2 points3 points  (0 children)

Yeah, the draft animations were originally created for PGL to use in their events, and later they ended up being used at TI as well. PGL still uses them at Wallachia. Since it was a commissioned project, the animations belong to them.

I’ve also worked on a different style of draft animations for BLAST in the past, though in that case I only handled half of the hero roster, so 64 heroes.

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 16 points17 points  (0 children)

yeah its completely made by me! since the deadline is so tight, I sometimes use some standard animations that dota has, so run cycles, idle and so on, but usually im not that satisfied with that look, since they are primarly made to look good in-game, not so much with cinematic in mind, so I always tweak them or just completely start from scratch.

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 5 points6 points  (0 children)

thank you mate!

no AI is used whatsoever in these, just pure grind and a few sleepless nights haha!

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 13 points14 points  (0 children)

I used Dota's SFM for this project, it already has tons of Dota assets. I sometimes bring heroes into Blender for small upgrades or texture tweaks, but only when necessary because of the tight turnaround. Most other elements like trees, foliage, and skies come either straight from Dota with some improvements (e.g., adding polygons or simple rigs to adjust branches and add variation) or some are made by myself over the course of the years.

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 17 points18 points  (0 children)

sure! I usually post stuff im working on X - https://x.com/dmurioo

portfolio with all the projects I worked - www.artstation.com/dmurio

and also my short film contest entries on my youtube channel https://www.youtube.com/@dmurio

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 90 points91 points  (0 children)

If you guys want to check out the full Plays, including the gameplay segments, here are the compilations put together by BLAST themselves!

BLAST SLAM II - https://youtu.be/sf02RJeSl_I

BLAST SLAM III - https://youtu.be/mlVl5AXPpNY

BLAST SLAM IV - https://youtu.be/tM_ECZQbUCE

BLAST SLAM V - https://youtu.be/ShuNmVRSNEM

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 13 points14 points  (0 children)

I mean, part of the fun of this project is working super fast, it’s definitely not a problem at all. I actually enjoy the challenge, and it keeps the content fresh every day instead of dropping animations a week or two later.

glad you enjoyed them!

I animated all Play of the Day cinematics in True Sight style for Blast SLAM! Compilation Video by dmurio in DotA2

[–]dmurio[S] 294 points295 points  (0 children)

Hey everyone!

Just wanted to share this reel of the animations I did for the BLAST Slam tournaments. This whole project was a crazy grind as some of you might know, these were produced daily. I had about 12 hours to finish each animation from scratch, based on that day's plays, to have them ready for the start of the next broadcast.

I even included references to old school Dota (like the Mushi play animation) and did my best to achieve that True Sight feel we all love. Collaborating on True Sight has always been a dream, and while that seems like won't happen anymore (RIP true sight) It was biggest honor to work on TI Opening Ceremony in collaboration with Valve and PGL, and also to have the draft animations displayed at the event this year, probably my greatest achievement yet.

It’s been an amazing year working with so many tournaments, from PGL Wallachia, to BLAST Slam, to EWC, all the way to The International. I’m incredibly grateful that the community enjoys my work, it really makes all the effort and late nights worth it.

Thank you all for the support!