Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Tom Edwards
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?

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Sam Goldwater
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.

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jed
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

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Sam Goldwater
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

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Ben Mears
Facial setups for custom characters is completely attainable. I worked through the process in XSI and had pretty good results. The steps are outlined in the Valve Wiki here: http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File . The main problem I had was that after

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jake Breen
Well I kinda remember Cannonfodder's tutorial and he had it multiple meshes, of the exact same mesh in the same scene and then used morpher and applied the facial expressions to it. Then deleted the heads. But I'm so lost after that. Ben Mears wrote: Facial setups for custom characters is

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jake Breen
ugh, never mind my bloody max file has become corrupt. I'd have to do all 34 all over again, which took me 3 hours last night. and i'm too tired atm. Jake Breen wrote: Well I kinda remember Cannonfodder's tutorial and he had it multiple meshes, of the exact same mesh in the same scene and

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jed
Cannonfodders guide is a good guide but makes things over complex. You can simply set-up your animation as 34 frames and for each morph target it set it to 100% for it own frame. i.e. shapekey 0 - frame 0 - 100% shapekey 1 - frame 1 - 100% ... shapekey n - frame n - 100% Be aware though that

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jake Breen
Can I just skip the morpher step, and simply make a 34 blend animation and create the flexes using a single head? Jed wrote: Cannonfodders guide is a good guide but makes things over complex. You can simply set-up your animation as 34 frames and for each morph target it set it to 100% for it

[hlcoders] Next step in making facial flexs?

2008-03-24 Thread Jake Breen
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