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?
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.
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
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
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
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
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
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
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
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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