Cannonfodders guide is a good guide but makes things over complex. You can simply set-up your animation as 34 frames and for each morph target it set it to 100% for it own frame. i.e.
shapekey 0 - frame 0 - 100% shapekey 1 - frame 1 - 100% ... shapekey n - frame n - 100% Be aware though that you'll need to watch the percentage of other frames as they'll tween so make sure each morph is the only one at 100% each frame. You can then export the VTA with all the shapekeys in a single animation which is what Valve use with the SDK examples. - Jed On 25/03/2008, Jake Breen <[EMAIL PROTECTED]> wrote: > Well I kinda remember Cannonfodder's tutorial and he had it multiple > meshes, of the exact same mesh in the same scene and then used morpher > and applied the facial expressions to it. Then deleted the heads. But > I'm so lost after that. > > > Ben Mears wrote: > > Facial setups for custom characters is completely attainable. I worked > > through the process in XSI and had pretty good results. The steps are > > outlined in the Valve Wiki here: > > > http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File > > . > > The main problem I had was that after the initial Orangebox update my > facial > > flex controllers didn't work anymore so I had to revert back to a previous > > version of the SDK. Besides that it worked out pretty good and I didn't > have > > too many problems setting it up. It really depends on how much time and > > effort you put into manipulating the facial verts into the expressions. > > Also, I was doing this in the pre-Orangebox SDK and from the looks of it > the > > Episode 2 SDK should be way better. It does look like the steps for Max and > > Maya differ from XSI, for XSI you set up different facial poses on > different > > keyframes and in Max/Maya you create multiple versions of the head with the > > different facial poses. Hope this helps! > > > > On Tue, Mar 25, 2008 at 7:09 AM, Sam Goldwater <[EMAIL PROTECTED]> wrote: > > > > > >> Good to know, nice one Jed. > >> > >> On Tue, Mar 25, 2008 at 12:13 PM, Jed <[EMAIL PROTECTED]> wrote: > >> > >> > >>> I've rigged a few custom character models with facial animation and > >>> it's not actually that hard to be honest. > >>> > >>> The "quality" comes from how good your morphs are, how many you have > >>> and rig then. I have a gut feeling Alyx uses more than the default > >>> shapekey set but all the models I've made use the stock shapekey set. > >>> > >>> It's not my greatest work (someone else model + morphs targets) but I > >>> was asked to rig the Candy model from Dinohunters. Thats a complete > >>> custom model with the full set of morph shapekeys. > >>> > >>> I've done quite a few others and written a few tools to help in the > >>> process but nothing thats out there yet. > >>> > >>> - Jed > >>> > >>> On 25/03/2008, Sam Goldwater <[EMAIL PROTECTED]> wrote: > >>> > >>>> Can anyone think of examples of Alyx quality facially rigged custom > >>>> characters? Is it attainable only having the citizen model to work > >>>> > >>> from? > >>> > >>>> On Tue, Mar 25, 2008 at 9:29 AM, Tom Edwards < > >>>> > >> [EMAIL PROTECTED]> > >> > >>>> wrote: > >>>> > >>>> > Open the sample citizen model and scrub the animation slider. > >>>> > >> That's > >> > >>> how > >>> > >>>> > you do it. :-) > >>>> > > >>>> > Jake Breen wrote: > >>>> > > Okay so I was following > >>>> > > > >>>> > > >>>> > >> > http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set > >> > >>>> > > > >>>> > > And thats the only thing I can find about facial flexes. So what > >>>> > >> do > >> > >>> I do > >>> > >>>> > > next? > >>>> > > > >>>> > > >>>> > >> > http://oxihosting.com/files/100/Postal%202%20Port/MikeJs%20Army%20of%20heads.jpg > >> > >>>> > > > >>>> > > > >>>> > > > >>>> > > _______________________________________________ > >>>> > > To unsubscribe, edit your list preferences, or view the list > >>>> > >>> archives, > >>> > >>>> > please visit: > >>>> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > > > >>>> > > > >>>> > > > >>>> > > >>>> > > >>>> > _______________________________________________ > >>>> > To unsubscribe, edit your list preferences, or view the list > >>>> > >>> archives, > >>> > >>>> > please visit: > >>>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > > >>>> > > >>>> > >>>> > >>>> > >>>> -- > >>>> ------------------ > >>>> Sam Goldwater > >>>> www.polygonfiction.com > >>>> ------------------ > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list > >>>> > >> archives, > >> > >>> please visit: > >>> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> -- > >> ------------------ > >> Sam Goldwater > >> www.polygonfiction.com > >> ------------------ > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders