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

Reply via email to