Hi all,
Been lurking here for a bit. Not sure whether this query
should go to the mappers or the coders, it's kind of on the very technical
end of art. So I'll try here first, and see how we go.
My question is on compiling custom characters for use
creating choreography in FacePoser.
I've gotten as far as successfully compiling vertex blend
shapes (morph targets, flexes - as you prefer) into a custom character -
that much is working well in FacePoser, and in our mod. I can see that
characters like Alyx, or Barney, also have skeletal animation linked to
certain flex sliders, for head tilt and body rotation, that sort of thing.
I can't figure out the correct syntax to link a flex slider
with an animation that is bone hierarchy based, as opposed to vertex
animation based.
"flex <name> frame <N>"
"flexcontroller <name> range <0 1>"
"%<name> = <name>"
. . . within a flexfile declaration, will get me a basic vertex animation
enabled slider. How do I attach a skeletal anim sequence instead?
Have poked around the VDC, the googlesphere, the list archives. No luck so
far. Have tried guessing, as this seems like it should be simple and must be
staring me in the face. No luck there either. Can't figure out what
FacePoser is looking for.
Can anyone point me in the right direction? Kind of tough for our animators
to do convincing character choreography in FacePoser without access to the
head and neck bones.
Also, we're working with the publicly released SDK so far - so, as far as I
know, we don't have the source code for FacePoser available to us (which
would surely be informative in this situation, if it were the case!).
Thanks in advance,
->Cameron
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