Talk:SFM/Making custom rigs: Difference between revisions

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== Facial Rigs, other joints ==
== Facial Rigs, other joints ==


Is there capability to get facial rigs (either joint or blendshape based) into SFM and if so how? In the same vein, can any joints beyond the standard rig be hooked into current UI controls, or is SFM easily extensible to build our own?  
Hooking a custom model into SFM's phoneme table for facial animation seems a very ponderous workflow at the moment. Just wondering if there are other workflows available for facial animation for SFM?  


If say, I wanted to up-rez Heavy's face and tweak his target shapes, or hook my high-rez to be driven by the current low rez controls, is there a way to do that?  
Will SFM possibly support something like vertex cache data, or wrap deformers or in-out mesh connections as Maya has?  


Thinking in the future, will SFM be able to import something like vertex data or use wrap deformers or in-out mesh connection as Maya has? This may be off the blueprint but just thinking of ways to optimize facial deformation and get a higher-rez result.
But mainly thinking how to solve the Heavy problem above, or use SFM as a film tool for my own projects.
Apologies in advance if this isn't the right place to post this.


[[User:Spleek|Spleek]] 21:31, 27 July 2012 (PDT)
[[User:Spleek|Spleek]] 21:31, 27 July 2012 (PDT)

Latest revision as of 22:52, 27 July 2012

I know a lil' something about making custom rigs. I haven't actually made one yet, but I know how to. So that's a heck of a lot more than what's currently on this page.

I can't actually edit the page though because it's 'protected' ?

Anyway, in C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\platform\scripts\sfm\animset there's the list of applicable rigs. To make a new rig, simply make a new Python file.

I don't know any Python as of yet, so I won't comment on how the script actually works.

MisterRoyzo 07:05, 2 July 2012 (PDT)

Facial Rigs, other joints

Hooking a custom model into SFM's phoneme table for facial animation seems a very ponderous workflow at the moment. Just wondering if there are other workflows available for facial animation for SFM?

Will SFM possibly support something like vertex cache data, or wrap deformers or in-out mesh connections as Maya has?


Spleek 21:31, 27 July 2012 (PDT)