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

Reply via email to