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This tutorial covers the creation of choreographed scenes (or simply '''scenes''') in | This tutorial covers the creation of choreographed scenes (or simply '''scenes''') in {{source|4}} engine games or mods. It intends to carve a path through the choreographing process, and when it is complete, it will enable you to create a scene from scratch. | ||
{{ | |||
Note, however, that it is not a one-stop solution. Not all techniques or interface features are covered, although you can be sure that anything omitted is optional. | |||
{{bugfix|(Source SDK only) {{faceposer|3|nt=0}}'s UI icons are broken by default (or will not shown if the {{code|gfx}} folder containing the icons are missing). Also in {{hl2|1}} (since 20th anniversary), Faceposer may not display the UI icons at all (if Faceposer is launched with {{code|hl2}}, instead of {{code|hl2_complete}}).|Extract [http://steamreview.org/external/vdc/faceposer-icons.zip this file] to the following directory: </br>'''Source SDK app''' (for {{src06}} & {{src07}}): {{code|sourcesdk\bin\''game''\}}, where {{code|''game''}} is the name/abbreviation of the game you're working on, e.g., {{code|source2007}} or {{code|ep1}}.</br>'''Source SDK 2013''' (SP and MP): {{code|sourcemods\''game''\}}</br>{{hl2|1}} (since 20th anniversary): Copy {{code|gfx}} folder from {{code|hl2}} and paste it into {{code|hl2_complete}}, then launch Faceposer with {{code|hlfaceposer.exe -game ..\hl2_complete}}. If it still doesn't display then replace the {{code|gfx}} with one from the link above. | |||
{{Note|The UI icon issues are not affected in some Source games, such as {{l4d2|1}}, {{as|1}} and later Source games.}} | |||
}} | |||
__TOC__ | |||
[[ | == Definitions == | ||
[[File:Alyx_choreographed.jpg|thumb|250px|{{hl2ep1|2}} introduced version 2 of Source's powerful facial animation system.]] | |||
;Choreography | ;Choreography:A set of instructions stored in a [[VCD]] "scene" that dictate scripted or semi-scripted behavior for NPCs, which may include any of the items below as well as interactions with the [[world]] in general. | ||
:A set of instructions stored in a | {{note|VCD files must be compiled into {{ent|scenes.image}} before they can be used {{src07|since}} {{mapbase|not}}.}} | ||
;Speech | ;Actor:An NPC involved in a scene. | ||
:Choreography should be used for all but the very simplest of NPC speech. A scene defines when the | ;Speech:Choreography should be used for all but the very simplest of NPC speech. A scene defines when the '''Speech Event''' takes place, which is vital for synchronizing expression and animation data with dialogue. | ||
;Lip synch | :Files should be 4-bit Microsoft ADPCM ("MS ADPCM") monaural [[WAV]] files at 44 kHz (44100 Hz). Uncompressed 16-bit PCM can also be used, but this will quadruple file size with negligible quality improvements. | ||
:Lip synch data | ;Lip synch:Lip synch data ('''Phonemes''') are stored in the raw [[WAV]] speech file rather than the choreography VCD for portability, reliability, and localization reasons, but they are still created with Faceposer. While Faceposer can automatically extract lip synch data, better results can usually be attained by hand-tweaking its output. | ||
;Facial expressions | ;Facial expressions:Much effort has been put into the Source engine's facial animation technology, and the result is a flexible, portable, slider-based system. Facial expressions ('''[[Flex animation|Flex Animation]]s''') are created in Faceposer and stored either directly in a scene's {{code|.vcd}}, or in an external {{code|[[Txt|.txt]]}} file as reusable '''[[Expression Creation|Expressions]]'''. | ||
:Much effort has been put into the Source engine's facial animation technology, and the result | ;Skeletal animations:Faceposer can be used to play and tweak the [[skeletal animation]] of its actors. They either can be blended together and manipulated ('''Gestures'''), or take absolute control ('''Sequences'''). {{note|Faceposer cannot ''create'' skeletal animation—that requires a 3D modelling package. See [[:Category:Modeling]].}} | ||
; | ;Blend animations / Blend gestures:Small skeletal movements that only make sense when blended with another animation. They are often used to add variety or character to bigger animations. {{tip|[[Dr. Breen]]'s laughing animation from the climax of ''Half-Life 2'', {{code|b_bg_laugh}}, is a blend gesture. Viewed in [[HLMV]], it can be seen to be no more than the upper body jolting slightly.}} | ||
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==Before | == Before You Start == | ||
[[File:faceposer_multiactors.jpg|250px|right|thumb|Faceposer playing back a complex {{hl2|4}} scene.]] | |||
[[ | |||
There are several limitations you should be aware of before you begin creating choreography: | There are several limitations you should be aware of before you begin creating choreography: | ||
*'''You are a slave to your voice actor's talents.''' Unless you are mixing it up a little and having recorded dialogue follow choreographed animations, or making a scene without speech, you will always be following your voice actors' cues and delivery. If the written and/or recorded dialogue is bland, you will have a hard time creating choreography that isn't either ridiculous or bland itself. | *'''You are a slave to your voice actor's talents.''' Unless you are mixing it up a little and having recorded dialogue follow choreographed animations, or making a scene without speech, you will always be following your voice actors' cues and delivery. If the written and/or recorded dialogue is bland, you will have a hard time creating choreography that isn't either ridiculous or bland itself. | ||
*'''You are limited to your digital actors' animations.''' While | *'''You are limited to your digital actors' animations.''' While Faceposer can manipulate Gestures with aplomb, it cannot create new ones. Valve's stock actors in particular suffer from limited animation sets: their libraries have been designed around what Valve used, not what third-party choreographers might need. Prominent actors like [[Alyx]] will probably have what you are looking for, but minor or generic characters will present problems without custom animation work. Until and unless Valve provide a wider set of stock animations, serious choreographers should learn animation skills or join a mod team. | ||
*'''You will need a big enough screen.''' Faceposer's interface elements are quite large, and a lot of the time you will want to have several on display at once to be able to see what you are doing. 1024x768 is the absolute minimum window size for choreographing. | |||
== Tutorial Structure == | |||
This tutorial will cover all aspects of choreography creation, from the drafting of basic structure to its implementation in a gameplay environment. There is a menu in the top right of each page for navigation, but this introduction also includes a complete tutorial map for quick reference: | |||
#[[Choreography creation|Introduction]] | |||
#*[[Choreography creation#Definitions|Definitions]] | |||
#*[[Choreography creation#Before_you_start|Before you start]] | |||
#*Tutorial structure | |||
#'''[[Choreography creation/Setting up your scene|Setting up your scene]]''' | |||
* | #*[[Choreography creation/Setting up your scene#Organise_your_dialogue|Organize your dialogue]] | ||
#*[[Choreography creation/Setting up your scene#Create_a_scene_framework|Create a scene framework]] | |||
#*[[Choreography creation/Setting up your scene#Analyse_your_dialogue|Analyze your dialogue]] | |||
#*[[Choreography creation/Setting up your scene#Choose_your_Actors|Choose your Actors]] | |||
#*[[Choreography creation/Setting up your scene#Place_Event_Tags|Place Event Tags]] | |||
**[[Choreography creation/ | #'''[[Choreography creation/Creating Events|Creating Events]]''' | ||
* | #*[[Choreography creation/Creating Events#The_Timeline|The Timeline]] | ||
#*[[Choreography creation/Creating Events#Event_creation_and_manipulation|Event creation and manipulation]] | |||
#*[[Choreography creation/Creating Events#Ramp_manipulation|Ramp manipulation]] | |||
#*[[Choreography creation/Creating Events#Event_types|Event types]] | |||
#*'''[[Choreography creation/Creating Events/Body animation|Body animation]]''' | |||
#**[[Choreography creation/Creating Events/Body animation#Source.27s_animation_technology|Source's animation technology]] | |||
#**[[Choreography creation/Creating Events/Body animation#Types_of_animation|Types of animation]] | |||
#**[[Choreography creation/Creating Events/Body animation#Finding_an_animation|Finding an animation]] | |||
#**[[Choreography creation/Creating Events/Body animation#Timing_Tag_manipulation|Timing Tag manipulation]] | |||
#*'''[[Choreography creation/Creating Events/Facial expressions|Facial expressions]]''' | |||
#**[[Choreography creation/Creating Events/Facial expressions#Facial_animation_types|Facial animation types]] | |||
#**[[Choreography creation/Creating Events/Facial expressions#Creating_static_Expressions|Creating static Expressions]] | |||
#**[[Choreography creation/Creating Events/Facial expressions#Creating_Flex_Animations|Creating Flex Animations]] | |||
#**[[Choreography creation/Creating Events/Facial expressions#When_not_to_use_facial_animation|When not to use facial animation]] | |||
#*'''[[Choreography creation/Creating Events/Other Events|Other Events]]''' | |||
#**[[Choreography creation/Creating Events/Other Events#NULL_Gesture|NULL Gesture]] | |||
#**[[Choreography creation/Creating Events/Other Events#Look_at_Actor|Look at Actor]] | |||
#**[[Choreography creation/Creating Events/Other Events#Face_Actor|Face Actor]] | |||
#**[[Choreography creation/Creating Events/Other Events#Move_to_Actor|Move to Actor]] | |||
#**[[Choreography creation/Creating Events/Other Events#Fire_Trigger|Fire Trigger]] | |||
#**[[Choreography creation/Creating Events/Other Events#Generic(AI)|Generic(AI)]] | |||
#**[[Choreography creation/Creating Events/Other Events#Sub-scene|Sub-scene]] | |||
#**[[Choreography creation/Creating Events/Other Events#Permit_responses|Permit responses]] | |||
#**[[Choreography creation/Creating Events/Other Events#Section_Pause|Section Pause]] | |||
#**[[Choreography creation/Creating Events/Other Events#Loop|Loop]] | |||
#**[[Choreography creation/Creating Events/Other Events#Fire_Completion|Fire Completion]] | |||
#'''[[Choreography creation/Lip synching|Lip synching]]''' | |||
#'''[[Choreography creation/Implementation|Implementation]]''' | |||
#*[[Choreography creation/Implementation#Set-piece_scenes|Set-piece scenes]] | |||
#*[[Choreography creation/Implementation#Dynamic_scenes|Dynamic scenes]] | |||
#'''''[[Choreography creation/Community Showcase|Community Showcase]]''''' | |||
[[Category:Tutorials]] | [[Category:Tutorials]] | ||
[[Category:Choreography creation]] | [[Category:Choreography creation]] | ||
[[Category:Choreography]] |
Latest revision as of 05:13, 15 June 2025
This tutorial covers the creation of choreographed scenes (or simply scenes) in Source engine games or mods. It intends to carve a path through the choreographing process, and when it is complete, it will enable you to create a scene from scratch.
Note, however, that it is not a one-stop solution. Not all techniques or interface features are covered, although you can be sure that anything omitted is optional.

Fix:Extract this file to the following directory:
Source SDK app (for&
): sourcesdk\bin\game\, where game is the name/abbreviation of the game you're working on, e.g., source2007 or ep1.
Source SDK 2013 (SP and MP): sourcemods\game\
Half-Life 2 (since 20th anniversary): Copy gfx folder from hl2 and paste it into hl2_complete, then launch Faceposer with hlfaceposer.exe -game ..\hl2_complete. If it still doesn't display then replace the gfx with one from the link above.

Definitions


- Choreography
- A set of instructions stored in a VCD "scene" that dictate scripted or semi-scripted behavior for NPCs, which may include any of the items below as well as interactions with the world in general.



- Actor
- An NPC involved in a scene.
- Speech
- Choreography should be used for all but the very simplest of NPC speech. A scene defines when the Speech Event takes place, which is vital for synchronizing expression and animation data with dialogue.
- Files should be 4-bit Microsoft ADPCM ("MS ADPCM") monaural WAV files at 44 kHz (44100 Hz). Uncompressed 16-bit PCM can also be used, but this will quadruple file size with negligible quality improvements.
- Lip synch
- Lip synch data (Phonemes) are stored in the raw WAV speech file rather than the choreography VCD for portability, reliability, and localization reasons, but they are still created with Faceposer. While Faceposer can automatically extract lip synch data, better results can usually be attained by hand-tweaking its output.
- Facial expressions
- Much effort has been put into the Source engine's facial animation technology, and the result is a flexible, portable, slider-based system. Facial expressions (Flex Animations) are created in Faceposer and stored either directly in a scene's .vcd, or in an external .txt file as reusable Expressions.
- Skeletal animations
- Faceposer can be used to play and tweak the skeletal animation of its actors. They either can be blended together and manipulated (Gestures), or take absolute control (Sequences).
Note:Faceposer cannot create skeletal animation—that requires a 3D modelling package. See Category:Modeling.
- Blend animations / Blend gestures
- Small skeletal movements that only make sense when blended with another animation. They are often used to add variety or character to bigger animations.
Before You Start


There are several limitations you should be aware of before you begin creating choreography:
- You are a slave to your voice actor's talents. Unless you are mixing it up a little and having recorded dialogue follow choreographed animations, or making a scene without speech, you will always be following your voice actors' cues and delivery. If the written and/or recorded dialogue is bland, you will have a hard time creating choreography that isn't either ridiculous or bland itself.
- You are limited to your digital actors' animations. While Faceposer can manipulate Gestures with aplomb, it cannot create new ones. Valve's stock actors in particular suffer from limited animation sets: their libraries have been designed around what Valve used, not what third-party choreographers might need. Prominent actors like Alyx will probably have what you are looking for, but minor or generic characters will present problems without custom animation work. Until and unless Valve provide a wider set of stock animations, serious choreographers should learn animation skills or join a mod team.
- You will need a big enough screen. Faceposer's interface elements are quite large, and a lot of the time you will want to have several on display at once to be able to see what you are doing. 1024x768 is the absolute minimum window size for choreographing.
Tutorial Structure
This tutorial will cover all aspects of choreography creation, from the drafting of basic structure to its implementation in a gameplay environment. There is a menu in the top right of each page for navigation, but this introduction also includes a complete tutorial map for quick reference: