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 Note:To use Faceposer with your own 2013-based mod, you'll need to set the VPROJECT environment variable to the game directory of your mod.
The simplest way to do so is to create a batch file or shortcut launching the executable with the
Note:To use Faceposer with your own 2013-based mod, you'll need to set the VPROJECT environment variable to the game directory of your mod.
The simplest way to do so is to create a batch file or shortcut launching the executable with the 
 Note:All imported audio should be WAV files encoded as compressed 4-bit MS-ADPCM or uncompressed 16-bit PCM. The sampling rate can either be 11025 Hz, 22050 Hz, or 44100 Hz.
Note:All imported audio should be WAV files encoded as compressed 4-bit MS-ADPCM or uncompressed 16-bit PCM. The sampling rate can either be 11025 Hz, 22050 Hz, or 44100 Hz.
		
	
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| {{ | {{LanguageBar}} | ||
| {{ | [[File:Faceposer multiactors.jpg|right|250px|thumb|Faceposer playing back a complex scene with multiple actors.]] | ||
| {{faceposer|4|nt=0}} is the SDK tool used to produce choreographed sequences for the Source engine. It can create [[Flex animation|facial expressions]] (including lip-syncing), manage [[skeletal animation]]s, the position and movement of actors in the world, and any map triggers that need to be fired during a scene. | |||
| *'''See [[Choreography creation]]''' for a step-by step guide to creating choreography in the Source engine. | *'''See [[Choreography creation]]''' for a step-by step guide to creating choreography in the Source engine. | ||
| *'''See [[Faceposer reference]]''' for a quick-reference guide to the different parts of the Faceposer interface. | *'''See [[Faceposer reference]]''' for a quick-reference guide to the different parts of the Faceposer interface. | ||
| {{Note| | {{Note|To use {{faceposer|1|nt=0}} with your own 2013-based mod, you'll need to set the ''VPROJECT'' environment variable to the game directory of your mod.{{clr}} | ||
| The simplest way to do so is to create a batch file or shortcut launching the executable with the <code>-game</code> launch parameter pointing to the mod's folder.}} | |||
| {{ | {{Note|All imported audio should be [[WAV]] files encoded as [[compression|compressed]] 4-bit MS-ADPCM or uncompressed 16-bit PCM. The sampling rate can either be 11025 Hz, 22050 Hz, or 44100 Hz.}} | ||
| == Issues == | == Issues == | ||
| {{ | * {{faceposer|1|nt=0}} (in pre-{{l4d}} games) has missing icons for the '''Play''' / '''Stop''' / '''Pause''' buttons. To fix this, extract [http://steamreview.org/external/vdc/faceposer-icons.zip this] to your SDK's bin (or {{code|hl2}} / {{code|gamedir}}) folder. Another way to do this would be to extract the files from {{path|gfx/hlfaceposer}} from the game's main [[VPK]]. This is fixed in [[Scenemaker]]. | ||
| * The Phoneme Extractor is broken by default. This can be fixed by using the [[Phoneme Tool#Using Lipsinc Speech_API|Lipsinc Speech API]] instead of the default Microsoft Speech API. This is fixed in [[Scenemaker]]. | |||
| * The Textured Render view only displays missing textures. Try using Smoothshaded or Flatshaded instead. This is fixed in [[Scenemaker]]. | |||
| * {{faceposer|1|nt=0}} has some trouble loading debug materials, and will spam the Output window constantly when it uses them. This can cause the program to stutter quite a bit. You can try replacing your <code>MaterialSystem.dll</code> with [https://drive.google.com/file/d/13m2JCA3kBFJqQRuGoWfw1Jn7ilXtLIVJ/view?usp=sharing this] to silence these errors. This is fixed in [[Scenemaker]]. | |||
| * {{faceposer|1|nt=0}} will also, in semi-rare cases, spam the Output window with {{code|Invalid controller index}}, and eventually crash. It is unknown what exactly causes this. | |||
| * If models fail to load, or Faceposer is no longer starting/perpetually crashing, try deleting the {{path|HKEY_CURRENT_USER\Software\Valve\faceposer|icon=reg}} registry key, and delete the {{path|hlfaceposer|rf|icon=file}} file inside your SDK's bin folder. | |||
| * If your mod uses custom shaders, {{faceposer|1|nt=0}} will fail to render any materials that use them when it's launched via VPROJECT. You'll need to launch {{faceposer|1|nt=0}} with the {{code|-game}} parameter pointing to the game directory of your mod. | |||
| * Similar to [[Half-Life Model Viewer (Source)#Issues|HLMV]], opening folders inside of the "Load model..." browser will give you an error if said folder only exists within a VPK. A fix would be to input the model path directly whitout exploring folders. | |||
| {{SDKTools}} | {{SDKTools}} | ||
| [[Category:Choreography]] | |||
Latest revision as of 11:25, 23 May 2025
 Faceposer is the SDK tool used to produce choreographed sequences for the Source engine. It can create facial expressions (including lip-syncing), manage skeletal animations, the position and movement of actors in the world, and any map triggers that need to be fired during a scene.
 Faceposer is the SDK tool used to produce choreographed sequences for the Source engine. It can create facial expressions (including lip-syncing), manage skeletal animations, the position and movement of actors in the world, and any map triggers that need to be fired during a scene.
- See Choreography creation for a step-by step guide to creating choreography in the Source engine.
- See Faceposer reference for a quick-reference guide to the different parts of the Faceposer interface.
 Note:To use Faceposer with your own 2013-based mod, you'll need to set the VPROJECT environment variable to the game directory of your mod.
The simplest way to do so is to create a batch file or shortcut launching the executable with the
Note:To use Faceposer with your own 2013-based mod, you'll need to set the VPROJECT environment variable to the game directory of your mod.
The simplest way to do so is to create a batch file or shortcut launching the executable with the -game launch parameter pointing to the mod's folder. Note:All imported audio should be WAV files encoded as compressed 4-bit MS-ADPCM or uncompressed 16-bit PCM. The sampling rate can either be 11025 Hz, 22050 Hz, or 44100 Hz.
Note:All imported audio should be WAV files encoded as compressed 4-bit MS-ADPCM or uncompressed 16-bit PCM. The sampling rate can either be 11025 Hz, 22050 Hz, or 44100 Hz.Issues
- Faceposer (in pre- games) has missing icons for the Play / Stop / Pause buttons. To fix this, extract this to your SDK's bin (or games) has missing icons for the Play / Stop / Pause buttons. To fix this, extract this to your SDK's bin (orhl2/gamedir) folder. Another way to do this would be to extract the files from gfx/hlfaceposerfrom the game's main VPK. This is fixed in Scenemaker.
- The Phoneme Extractor is broken by default. This can be fixed by using the Lipsinc Speech API instead of the default Microsoft Speech API. This is fixed in Scenemaker.
- The Textured Render view only displays missing textures. Try using Smoothshaded or Flatshaded instead. This is fixed in Scenemaker.
- Faceposer has some trouble loading debug materials, and will spam the Output window constantly when it uses them. This can cause the program to stutter quite a bit. You can try replacing your MaterialSystem.dllwith this to silence these errors. This is fixed in Scenemaker.
- Faceposer will also, in semi-rare cases, spam the Output window with Invalid controller index, and eventually crash. It is unknown what exactly causes this.
- If models fail to load, or Faceposer is no longer starting/perpetually crashing, try deleting the  HKEY_CURRENT_USER\Software\Valve\faceposerregistry key, and delete the hlfaceposer.rffile inside your SDK's bin folder.
- If your mod uses custom shaders, Faceposer will fail to render any materials that use them when it's launched via VPROJECT. You'll need to launch Faceposer with the -gameparameter pointing to the game directory of your mod.
- Similar to HLMV, opening folders inside of the "Load model..." browser will give you an error if said folder only exists within a VPK. A fix would be to input the model path directly whitout exploring folders.
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