Captain Fuzzy reporting in with a detailed walkthrough on how to port models, maps, and other assets from Garry’s Mod (GMod) to Source Filmmaker (SFM). If you’ve ever wanted to bring your favorite GMod models into SFM for animation or cinematic projects, this is the guide you need. From Steam Workshop to SFM model browser—let’s get started.
Step 1: Install and Prepare Garry’s Mod
Before anything else, make sure:
- Garry’s Mod is installed and working properly on your machine.
- You’ve subscribed to the add-ons (models, maps, etc.) via the Steam Workshop.
If you don’t have GMod installed or it’s not working, you won’t be able to download any Workshop items. Double-check you have all required dependencies listed on the add-on’s Workshop page—sometimes an item won’t function without another mod (e.g., bodygroup or advanced bone tools).
Step 2: Run Garry’s Mod to Finalize Downloads
Open GMod and allow it to load completely. This ensures that your subscribed Workshop content downloads and unpacks properly. You’ll know it’s finished once the menu background starts zooming in, signaling that the loading and extraction processes are complete.
Step 3: Unpack the GMod Add-on
Navigate to your local Garry’s Mod files:
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod
From here:
- Go into the bin/ folder and copy gmad.exe into your addons/ folder (only needed the first time).
- Locate the .gma file of the mod you subscribed to. Example: solarsystemplanetpack.gma.
- Drag the .gma file onto gmad.exe. A console window will briefly appear—this means it’s being extracted.
- Find the new folder created in your addons/ directory with the same name as the .gma file.
Step 4: Copy the Important Folders
Inside your unpacked mod folder, locate the two critical directories:
- models/
- materials/
Select and copy both folders.
Step 5: Install Into Source Filmmaker
Navigate to your SFM install location:
C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game
Now, instead of placing the files directly into usermod/ (which could cause future issues), do this instead:
- Create a new folder—for example, name it garrysmod.
- Paste the copied models/ and materials/ folders into this new directory.
- When prompted to merge folders, click Yes.
This keeps your usermod directory clean and avoids breaking core dependencies.
Step 6: Launch SFM and Load the Model
- Open Source Filmmaker.
- Load a pre-existing project or create a new one.
- Switch to the Motion Editor (not Clip Editor).
- Right-click the viewport > Create Animation Set for New Model.
- Search for your imported model (e.g., type planet, solar, or similar).
- If you don’t see it immediately, switch the filter path from usermod to your new garrysmod folder.
Once it appears:
- Select it.
- Use the default slider to center it.
- Boom—you’ve got your GMod model in SFM.
Final Tips
- Double-check comments on the Workshop page before choosing an item to port. If users report bugs or broken models, SFM likely won’t fare better.
- Use a dedicated folder in SFM (garrysmod/, custom/, etc.) to isolate your imports.
- Avoid direct editing of the usermod/ folder to prevent SFM reinstalls in case of errors.
Conclusion
And there you go—that’s the full process of porting models from GMod to SFM! It’s a powerful way to expand your animation toolkit, whether you’re recreating scenes or crafting original cinematic projects. If you run into trouble, drop a comment or check the SFM discussion threads.
This is Captain Fuzzy, signing off. Until next time—happy animating!




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