face animation qc

T

terra

Guest
We are having some problems with our facial animations for our character in HL2. We created our character in Softimage and made the points on the face it's own cluster using the tutorial in http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File. Then we created shape keys for each frame based on the character animation shape key set at http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set. We set the playhead in SoftImage at the key we wanted to save, adjusted the points, then clicked on save shape key, but it saves extra shape key names in the character meshe's cluster menu, so by the time we're done , there are 80 or 90 shape key names instead of just 40. We are also thinking that our .qc file is wrong, here is the code we used for the facial animation. The character has a texture and a skeleton in it and the character is named lis.
// Output .MDL
$modelname "lis_anim\lis_anim.mdl"

//Location of textures in the materials folder
$cdmaterials "lis_anim\"

$model lis_anim "model.smd" {
flexfile "face_anim.vta"
flex "1" frame 1
flexcontroller "phoneme" "1" "range" 0 1

flexfile "face_anim.vta"
flex "2" frame 2
flexcontroller "phoneme" "2" "range" 0 1

flexfile "face_anim.vta"
flex "3" frame 3
flexcontroller "phoneme" "3" "range" 0 1
}

//$staticprop // Remove this line for a prop_physics object

$scale 1.0

// Whole body
//$body studio "model.smd"

// Sequences: all sequences are in $cd
$sequence idle "model" loop fps 15

//$collisionmodel "physbox.smd" {
// Mass in kilograms
//$Mass 100
//$concave
//}

can anyone tell us what we're doing wrong?
thanks
the TerraChorea team

PJ, Margarita, Julia
 
im confused. or your confused. u need to set your anuimation thing to 35 frams then follow the tutoiral so each frame looks liek the one in the tutorial.
 
right, we made each frame look like the one in the tutorial, but it added keyframe names in the cluster viewer when you click on the cluster we created for the face
 
well the qc file seems allright to me accept maybe get rid of the \ in "lis_anim\". its going to be hard for someone to be able to tell you why you have 80 or 90 shapekey names rather than 40 but i dont think it really matters. what happenes when you compile the model?
 
when we compile it and open it in face poser, we can see the model and the handles to control it, but the handles don't work. The face stays the same

TC
 
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