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
> >  > >
> >  > >
> >  > >
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> >
> >  --
> >  ------------------
> >  Sam Goldwater
> >  www.polygonfiction.com
> >  ------------------
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------------------
Sam Goldwater
www.polygonfiction.com
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