Hmm. Good thought, Tom Edwards, thanks for your help.

I'm already creating a blend, though, which shows up and works nicely in HLMV, 
but not in FacePoser. Tried adding the $poseparameter command, as well, but it 
did not seem to make a difference - unless I'm not using it properly.

Here’s what I’ve got, and where I added the pose parameter:

$sequence gesturesHead <smd_name> fps 30
$weightlist head_bone { "head" 1.0 }

$poseparameter head_roll_blend -1 1
$animation head_tiltR_a <smd_name> frames 0 0 subtract idle 0  weightlist 
head_bone
$animation head_tiltL_a <smd_name> frames 1 1 subtract idle 0  weightlist 
head_bone
$sequence head_roll {
        head_tiltR_a
        head_tiltL_a
        blend head_roll_blend -1 1
        weightlist head_bone
        delta
        autoplay
}

$model <name> <name>.smd {
        flexfile <name> {
                $include <name>_flex.qci                        //these are the 
flex/blend shapes
        }
        flexcontroller head range -1 1 head_roll_blend
}


So I've got a working head_roll_blend sequence (can manipulate it with a slider 
in the "sequence" tab of the HLMV), and a slider in FacePoser called 
head_roll_blend, but the two need to be hooked up somehow.

For vertex blend shapes, that's the %<flexname> = <slidername> < * etc.> bit, 
but when I try to give it a %head_roll_blend parameter, the compiler complains 
of an unknown flex. Is there another syntax for assigning a blend sequence to a 
flex slider? Or is that done somewhere other than in the QC file?

Quite possibly I'm being dense, here, but can someone help me see how I link up 
a flexcontroller with a blended sequence?

        ->Cameron




From: Tom Edwards [mailto:[email protected]] 
Sent: Friday, January 22, 2010 4:47 AM
To: [email protected]; Discussion of Half-Life Programming
Subject: Re: [hlcoders] Compiling Skeletal Animation for Choreography

You want this: http://developer.valvesoftware.com/wiki/$poseparameter

________________________________________
From: JumpCore Productions <[email protected]>
To: [email protected]
Sent: Thursday, 21 January, 2010 20:08:09
Subject: [hlcoders] Compiling Skeletal Animation for Choreography



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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