I would look at one of the .vcds referenced in the response_rules.txt
file and see how it's set up.  It could be as simple as not having the
target / actor names set up correctly.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon
Sent: Tuesday, February 01, 2005 9:01 AM
To: [email protected]
Subject: Re: [hlcoders] Playing custom .vcd (faceposer) files

To answer my own quest at least a bit (for the sake of the community):

At first I saw that the BaseActor class had m_izaIdleExpression and
AngryExpression and so on as variables that were
MAKE_STRING("scenes/expressions/blah.vcd"). You can trace around and
then eventually find places that say
SetExpression(STRING(m_izaIdleExpression)) and so on so I figured this
function must be the key to call and do a custom.vcd. Not so :(

However, when I changed m_izaIdleExpression to a .vcd from HL2 and I
made sure my custom NPC class was in NPC_STATE_IDLE it played just fine.
Ok, good enough, but when I tried my own custom .vcd it didn't work.

Now I'm gonna assume that my path/file.vcd is ok since its the same
format ass all the other custom resources I access and they work just
fine (materials, GUI elements and so on). And the .vcd itself plays fine
in face poser, in fact i exctracted a valve .vcd that I knew worked and
just renamed it and still no luck.

Tracing around further in the /scripts/talker dir there are tons of NPC
rules that tell the NPCs what .vcd to play in what AI state and what
rules there are for being in a state and playing certain VCDs. There is
even a response_rules.txt file that seems to outline the format. I
wonder if I should just add my .vcd's to one of these or if there is
some other resource list somewhere else that my .vcds need to be added
to...

Anyone's suggestions or help on the topic appriciated!

Jon wrote:

> I'm having some trouble getting .vcds made in face poser to play
> properly. I have an avatar class based on the CBaseActor class (as
> most of the humanoid NPC's seem to be) and although I have precached
> the instanced scene (ie the VCD) and done
> SetExpression("blah/blah.vcd") the avatars still aren't playing the
> facial expression. Tracing through the npc_citizen17.cpp the only real

> changes in VCD seem to be through the overloaded function
> SelectRandomExpressionForState(NPCState). However, overloading this
function in my own class didn't do the trick.
>
> Really I just need a totally dumb NPC that is going to have just one
> looping VCD of either happy or sad or whatever emotions on their face,

> they don't move or change states or anything of the sort. If anyone
> could step me through the process of playing a custom facial animation

> on a model that would be great. For reference my class is just
> borrowing the model files from the citizen17 entities so everything
> should be set up for rigging I'd assume (they currently display the
> idle, looking around animation just fine).
>
> TIA
>
>
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