How to Import Models into Source Filmmaker
Quick answer: To import a model into Source Filmmaker, put the model’s models and materials folders inside SourceFilmmaker\game\usermod\ (or subscribe to it on the Steam Workshop), restart SFM, then click Create Animation Set for New Model in the Animation Set Editor and pick the .mdl file. If you only have FBX, OBJ or Blender files, you must compile them first.
This guide covers all three routes: Workshop items, downloaded model packs, and your own models from Blender.
Which files SFM can load
SFM only loads compiled Source engine models. A working model is a set of files with the same name:
.mdl– the main model file..vvdand.vtx(for example.dx90.vtx) – vertex and mesh data..phy– physics, only if the model has collision..vmtand.vtf– materials and textures, kept in a separatematerialsfolder.
If your download contains .fbx, .obj, .blend or .smd files instead, follow our SFM compile guide to turn them into an .mdl first.
Method 1: Steam Workshop (easiest)
- Open the Source Filmmaker Workshop in Steam (Library > Source Filmmaker > Workshop).
- Find a model and click Subscribe.
- Start SFM. Workshop content downloads and loads automatically.
- In the Animation Set Editor, click the + button and choose Create Animation Set for New Model.
- Search for the model name and double-click it.
Workshop models are stored by Steam and managed for you. To remove one, unsubscribe in Steam.
Method 2: Downloaded model packs
Many models come as ZIP or RAR files from community sites. Most are already compiled and only need copying.
- Extract the archive to a temporary folder.
- Look inside. You should see a
modelsfolder and amaterialsfolder (sometimes inside a parent folder). - Open your SFM folder:
C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\. In Steam you can right-click SFM > Manage > Browse local files. - Copy the
modelsandmaterialsfolders intousermod. Choose merge if Windows asks; do not replace whole folders. - Restart SFM and load the model as in Method 1.
The important rule is that the folder structure must stay the same. A model at models\author\hero.mdl must end up at usermod\models\author\hero.mdl, or its materials will not be found.
Optional: keep each pack in its own mod folder
If you collect many models, you can make a separate folder next to usermod, for example game\my_models\, put the models and materials folders there, and enable it in the SFM SDK launcher under Edit Search Paths for Selected Mod. This keeps packs apart and makes them easy to remove.
Method 3: Your own model from Blender
- Export SMD or DMX with Blender Source Tools.
- Write a QC file.
- Compile with Crowbar or
studiomdl.exe, targetingSourceFilmmaker\game\usermod. - Convert textures to VTF with VTFEdit and write VMT files.
- Restart SFM and load the model.
Each step, with a working QC example, is explained in the complete SFM compile guide.
How to check a model pack before copying it
A quick check saves time and keeps your usermod folder clean:
- Find the .mdl file. Search the extracted folder for
*.mdl. If there is none, the pack is not compiled. - Check companion files. Next to each
.mdlthere should be a.vvdand at least one.vtxfile with the same name. - Check the top folder. The folders you copy into
usermodmust be named exactlymodelsandmaterials. If the archive has an extra wrapper folder (for exampleHeroPack_v2\models\...), copy what is inside the wrapper. - Read the readme. Many authors list required packs, credits and usage rules.
- Preview it. Open the
.mdlin Crowbar’s View tab or HLMV before you start SFM. Missing textures show up here too.
Example folder result
After a correct copy, a model pack called "hero" by an author called "sam" usually looks like this:
SourceFilmmaker\game\usermod\
models\sam\hero\hero.mdl
models\sam\hero\hero.vvd
models\sam\hero\hero.dx90.vtx
materials\models\sam\hero\hero_body.vmt
materials\models\sam\hero\hero_body.vtf
If your files match this pattern, SFM will find both the model and its textures.
Using models from other Source games
SFM can use models from games such as Team Fortress 2 or Half-Life 2 if their content is mounted. In the SFM SDK launcher, select your mod and open Edit Search Paths for Selected Mod to tick installed games. Models from newer engines (Source 2 games like Counter-Strike 2 or Half-Life: Alyx) are not directly compatible and must be converted and recompiled.
Loading the model in a scene
- Open or create a session and go to the Clip Editor or Motion Editor.
- In the Animation Set Editor, click + > Create Animation Set for New Model.
- Use the search bar at the top of the Model Browser. Search by file name, for example
hero. - Double-click the model. It appears at the scene origin.
- Select the root control and move it into place.
Troubleshooting imports
| Problem | Cause | Fix |
|---|---|---|
| Model not in the Model Browser | Wrong folder or SFM not restarted | Check usermod\models\..., restart SFM |
| Pink and black textures | Materials folder missing or misplaced | Copy materials into usermod with the same structure |
| Error or red X when loading | Missing .vvd or .vtx files | Copy all files with the same name as the .mdl |
| Model is a T-pose or cannot be posed | Compiled as a static prop | Recompile without $staticprop |
| Only FBX/OBJ files in download | Not compiled | Compile it first |
| Source 2 model does not load | Different engine format | Convert and recompile for Source 1 |
If you are compiling your own model and hit errors, see SFM compile errors and fixes.
Good habits
- Back up
usermodbefore copying large packs. - Do not overwrite files from another pack with the same name; rename the folder instead.
- Check the model’s license before using it in a video you publish.
- Keep a text file listing where each pack came from.
When your scene is ready, learn how to render in SFM.
FAQ
Can SFM import FBX or OBJ files?
No. Convert them to SMD or DMX in Blender and compile them into an .mdl.
Where are SFM models stored?
Your own and downloaded models usually live in SourceFilmmaker\game\usermod\models. Workshop items are stored and loaded by Steam.
Do I need to restart SFM after adding models?
Yes, in most cases. SFM reads the model list when it starts.
Why does my model have no face controls?
Facial flexes only work if the model was compiled from DMX (or SMD with VTA) and the QC defines them. Many simple ports have no flexes. Look for a version of the model that lists "flexes" or "faceposer" in its description.
Can I use Garry’s Mod models in SFM?
Often yes, since both use Source 1 models. Copy the models and materials folders into usermod. Some GMod models use features SFM does not support and may need recompiling.
