Can I just skip the morpher step, and simply make a 34 blend animation and create the flexes using a single head?
Jed wrote: > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders