Animations#

Regardless of what method you use to import the TF2 characters and their appropriate rigs, be it the Hisanimations port, or the TF2 in game models, or the SFM models, all use the same method for applying in-game animations (But for the Hisanimations port, you do have to make sure you get the one that’s compatible with taunts. That one is available under the #community-ports channel of the TF2 Blender Discord server). There’s no other method hence only one method is listed.
This is a bit long and tedious so, make sure to follow every step carefully, but at least you won’t have to do these animations yourself from scratch. The method works.

Note

Not all animations from TF2 can be imported with ease. It depends on which specific animation you want to import. Some animations in TF2 are additive, instead of independent, meaning that you need a base animation and the new animation adds on top of it. For example, to bring in the animation of shooting the shotgun, you first need to have the idle animation of that shotgun brought in.
This is possible in SFM. However, in Blender, a script is required. It’s currently being developed by Hisanimations and not ready right now.

Method#

Summary of Method#

  • Download GCFScape, Blender Source Tools, and Crowbar. Install Blender Source Tools as an Add-on into Blender (This step is only necessary for first time use).

  • Using GCFScape, extract the necessary class files from tf2_misc_dir.vpk into a folder of your choice (This step is only necessary for first time use).

  • Open the appropriate .MDL file in Crowbar and Decompile it into another folder.

  • Use Blender Source Tools to import the .QC file.

  • Remove or hide any unnecessary objects such as the hitbox or extra LOD models.

Full Guide of Method#

  • Download GCFScape, Crowbar, and Blender Source Tools. Instructions for installing are under Installing Programs.

  • Go to [game_directory] / tf and open the file called tf2_misc_dir.vpk. It should open through GCFScape.

  • From GCFScape, extract the models folder to [game_directory] / tf. If you’ve already done this step from previous guides, there’s no need to do it again. Otherwise, make sure you have space, as this step will add 2.5 GB to your TF2 folder.

  • Close GCFScape. Go to the folder you just extracted, which is models, and go to the player folder. Copy (class)_animations.mdl to another location, preferably a new folder. This is the file that holds almost all animation data for that specific class.

  • Repeat the process for the .MDL present in models / workshop / player / animations. Just in case the specific animation can’t be found in that first .MDL file, we’ll get the remaining ones from here too.

  • Open Crowbar, and go to the Decompile tab. For the MDL file, select the .MDL from the files you just extracted through GCFScape.

  • For the Output Folder, make a new folder or choose an existing one to Decompile to.

  • You don’t need to change any settings, click Decompile in the bottom left. If done right, the folder should have a very large amount of .smd or .dmx files.

  • Finally, In Blender, click on the specific skeleton you want to apply an animation to (You do have to import the Character first. You can’t just bring the animation into an empty scene).

  • After that, go into File > Import > Source Engine (.smd, .vta, .dmx, .qc).

  • Go to the folder where Crowbar Decompiled the files. In there you should find multiple files, all with a lot of names. These files should all have the extension of .dmx or .smd. Find the one that you’re after, and import it. The names might be familiar, so you do have to do some searching, such as taunt_russian for Kazotsky Kick.

  • If everything was done right, the Timeline in Blender should adjust itself and by pressing play, the animation should be visible.

Note

In some cases, you may find two identically named files, one name starting with taunt_ and the other name starting with layer_taunt_. These are different files. As of writing, it is uncertain which is the one to use but, if one file doesn’t give the wanted results, try the other. Also, not every animation is guaranteed to work, even if it’s not an Additive one.
Animations are designed to be played back at 30fps or 24fps. You can use the NLA Editor to change the speed of the animation.