Our Fellow Developers,

  On second  thought, I'll be more specific in my questioning. We want
to author flex sliders (morph targets), that a user can define (through
a VGUI app) and upload to any server that he/she connects to. The goal
is to allow players in our MOD actually create custom faces for
themselves, that other players will see. Here's a snippet of how Valve
apparently did it:

"Next, to ensure that the sequel would be completely devoid of the
generic models that were used in the original game to furnish, for
instance, the Black Mesa lab with a large staff of scientists, Valve
developed a morphing technology that blends a core set of models for the
game's common roles in almost infinite ways to render them entirely
distinct from one another. Using the same morph targets sculpted for
facial animation, the system automatically alters the facial geometry to
create, for example, a flatter or broader nose, or a squarer jaw. As a
result, all the scientists, soldiers, and other homogeneous characters
appear as unique, differen-tiated models. Nevertheless, because the
overall personality of a character's face is forged primarily by the
facial texture, the system also draws upon a large database of facial
texture maps to diversify and individualize the digital citizenry of
City 17."

And recommendations on the procedure for authoring these morph targets
would be very much appreciated.

Joshua Jacobo
Creative Director
realmsofvalhallon.com
wiki.realmsofvalhallon.com
ruccusproductions.com


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to