Faceposer: Difference between revisions

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[[Image: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 of actors in the world, and any map triggers that need to be fired during a scene.
[[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|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.}}
{{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}}
{{Note|All imported audio should be encoded as Mono 4-bit ADPCM WAV or Mono 16-bit PCM WAV. The sampling rate can either be 11025 Hz, 22050 Hz, or 44100 Hz.}}
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 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 folder.
* {{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.
* 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.
* 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.dll with [https://drive.google.com/file/d/13m2JCA3kBFJqQRuGoWfw1Jn7ilXtLIVJ/view?usp=sharing this] to silence these logs.
* {{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]].
* The program 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.
* {{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, 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 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 will fail to render any materials that use them when it's launched via VPROJECT. You'll need to launch Faceposer with the {{code|-game}} parameter pointing to the game directory of your mod.
* 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#Issues|HLMV]], opening folders inside of the "Load model..." browser will give you an error if said folder only exists within a VPK.
* 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

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Faceposer playing back a complex scene with multiple actors.

HLFaceposer 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.pngNote: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.pngNote: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-Left 4 Dead games) has missing icons for the Play / Stop / Pause buttons. To fix this, extract this to your SDK's bin (or hl2 / gamedir) folder. Another way to do this would be to extract the files from 🖿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 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.dll with 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 Registry PathHKEY_CURRENT_USER\Software\Valve\faceposer registry key, and delete the Filehlfaceposer.rf file 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 -game parameter 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.