The Ultimate TF2 Character Port for Blender
The 9 mercenaries, beloved by everyone, are now available in Blender in the highest quality you've ever seen.
After months of script writing to port over HWM flexes into Blender, I am now proud to say that you can use each class in the exact same way as you can in SFM. But that's not the only thing that hits close to the original models.
Features:
Hardware Morph flexes: an extremely complicated facial rig system controlled by sliders. What used to be only possible in Source Filmmaker is now available in the ever-advancing Blender. HWM flexes give you extensive control over a face by combining 300+ shape keys into ~50 using mathematical equations. Usually, users would have to deal with the in-game version which only has basic facial movements. Now, the suffering is no longer needed.
tl;dr: you get to use the faces the same way as you do in SFM.
Lightwarps and BVLG: BlenderVertexLitGeneric, created by Syborg64, is the best way to produce pseudo phong lighting in Blender. After modifying it and combining it with the ability to support lightwarps, the characters hit extremely close to Source Engine lighting.
tl;dr: near accurate source engine lighting.
IK/FK Rigs with Rigify
Pseudo QC eyes: Created by me, the QC eyes consist of a shader that projects the eyes onto the mesh, removing the need to use an eyeball. This means that no matter how deformed the eye mesh is, the eyes will always stay the same shape. It is not 1:1 however, as Source is much more complicated about it.
tl;dr: a recreation of how eyes work in Source.
The difference between the default port and the taunt port, is that the taunt port supports animation files importing by Blender Source Tools. Scout has two torsos, one from SFM and one from in-game.
Watch the tutorial here
You'll receive the highest quality TF2 port.