Flex animation: Difference between revisions
m (added warning about right/left order) |
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flexcontroller brow eyebrowClench "range" 0.000 1.000 | flexcontroller brow eyebrowClench "range" 0.000 1.000 | ||
flexcontroller brow left_eyebrowRaise | flexcontroller brow right_eyebrowRaise left_eyebrowRaise "range" 0.000 1.000 | ||
flexcontroller brow left_eyebrowFurrow | flexcontroller brow right_eyebrowFurrow left_eyebrowFurrow "range" 0.000 1.000 | ||
flexcontroller brow left_outerEyebrowRaise | flexcontroller brow right_outerEyebrowRaise left_outerEyebrowRaise "range" 0.000 1.000 | ||
%eyebrowClench = eyebrowClench | %eyebrowClench = eyebrowClench | ||
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Here, eyebrowClench is a "mono" flex, while eyebrowRaise, eyebrowFurrow, and outerEyebrowRaise will be "stereo". | Here, eyebrowClench is a "mono" flex, while eyebrowRaise, eyebrowFurrow, and outerEyebrowRaise will be "stereo". | ||
{{Warning|Your flexcontrollers need to be declared with right/left, not left/right, or else stereo flexes will be offset by one forwards in the list of all flexes, producing rather strange results.}} | |||
== Using == | == Using == |
Revision as of 16:55, 19 July 2012

Flex animation (also called vertex and shape key animation) is the direct manipulation of vertices without the involvement of a skeleton. It is generally used to create facial expressions and lip synch, but can be applied anywhere on the model; Left 4 Dead 2's infected can have their entire head shape changed through flexes.

- Vertices cannot move more than 8 units (in any or all axes)
- Each flex can only move vertices in straight lines
- Flex animation cannot alter collision models
- Flex is not compatible with $scale ("unmatched vertex anims")
- No more than 10,000 vertices can be flexed per mesh
Authoring
Maya, Blender, 3DS Max, and XSI can export shape keys to VTA files. See each exporter's documentation for further details.
Valve standard flex
If you are creating a new humanoid character, your best bet is to use the same flex animation rules as Valve. These implement the Facial Action Coding System, a long-standing and widely used method of describing the full range of human expressions.

You can find the scripts at sourcesdk_content/hl2/modelsrc/humans_sdk/Male_sdk/
. There are two: standardflex_xsi.qci
and facerules_xsi.qci
. (bodyrules_xsi.qci
is related, but as the name implies does not affect the face.)
For the scripts to work, you must have created and exported these standard shape keys in the order given. Then use this QC template:
$definevariable expressions "MyShapes.vta"
$definevariable headBone "ValveBiped.Bip01_Head1"
$eyeposition 0 0 70
$attachment "eyes" $headBone$ 0.043 -4.2197 67.5554 absolute
$attachment "mouth" $headBone$ 1.00 -6.30 0.00 rotate 0 -80 -90
$model facs_example "MyReference.smd" {
eyeball righteye $headBone$ -1.2711 -4.2197 67.5593 "eyeball_r" 1 4 "pupil_r" 0.63
eyeball lefteye $headBone$ 1.3572 -4.2197 67.5514 "eyeball_l" 1 -4 "pupil_l" 0.63
eyelid upper_right $expressions$ lowerer 1 -0.2621 neutral 0 0.1287 raiser 2 0.2467 split 0.1 eyeball righteye
eyelid lower_right $expressions$ lowerer 3 -0.3409 neutral 0 -0.2156 raiser 4 -0.0736 split 0.1 eyeball righteye
eyelid upper_left $expressions$ lowerer 1 -0.2621 neutral 0 0.1287 raiser 2 0.2467 split -0.1 eyeball lefteye
eyelid lower_left $expressions$ lowerer 3 -0.3409 neutral 0 -0.2156 raiser 4 -0.0736 split -0.1 eyeball lefteye
mouth 0 "mouth" $headBone$ 0 1 0 // mouth illumination
flexfile $expressions$ {
$include "../standardflex_xsi.qci"
}
$include "../facerules_xsi.qci"
// $include "../bodyrules_xsi.qci"
}
Compiling
You should have a exported a VTA and a reference SMD from your modelling package.
$model flextest "myreference.smd" { // must use $model, not $body, and "{" must be on the same line
flexfile "myflexanim.vta" { // source of vertex animations
defaultflex frame 0 // relaxed position
flex "Frame1" frame 1
flex "Frame2" frame 2
}
flexcontroller my_group "Flex1" "Flex2" // defines controllers that will appear in Faceposer etc.
%Frame1 = Flex1 // assigns a controller to a flex
%Frame2 = Flex2
}
This defines two flexes and maps them directly onto two controllers.

Defining flexes
Raw flexes are extracted from VTA frames, and support some preprocessing. They are not exposed by the model (flex controllers, below, are).
flex <name> frame <int> [position <normal>] [split <units>] [decay <normal>]
- Used within a
flexfile
block to define a single shape. There can be up to 1024.name
- Internal name of the flex.
frame
- The VTA frame the flex refers to.
position
- The flex controller position (see also
flexcontroller::range
) at which this flex will reach full intensity. split
- Makes the flex read only vertices on one side of the mesh's Y origin. The value is the number of units (positive or negative) over which to smooth the divide. 0 disables.
decay
- How fleshy the flex looks when animating. Vertex speed is a factor of distance moved: with the default of 1 those that move the most do so instantly, while those that move the least take 0.7 seconds to fully settle.
- At 0, there is no lag on even the smallest movements. At over 1, the farthest-moving vertices start to lag too.
flexpair <name> <int> frame <int> [<flex options>]
- Same as
flex
, but automatically creates two flexes with "L" and "R" appended to their names. The unlabelled integer is the equivalent of thesplit
command (split
itself is ignored). defaultflex frame <int> [<flex options>]
- Defines the model's relaxed position. The flex created is called "default".
Defining controllers
flexcontroller <group name> [range <normal> <normal>] <controller name> [<controller name> ... ]
- An input into the model, used to create animations. Takes the form of a slider. There can be up to 96.
<group name>
- Seen with values like eyelid, brow, nose, mouth, and phoneme. Required, but has no apparent effect.
range
- Defines the low and high slider values (default 0 and 1). This does not affect the flex itself, but can be used together with flex's
position
value. Reversing the values makes the slider reverse, not the flex. <controller name>
- As many display names as needed. A controller will be created for each.
Assigning flexes to controllers
It can be very simple:
%myflex = myflexcontroller
Or it can be very complex:
%upper_right_raiser = right_lid_raiser * (1 - right_lid_droop * 0.8) * (1 - right_lid_closer) * (1 - blink)
The following operators are supported:
- Multiplication (*)
- Division (/)
- Addition (+)
- Subtraction (-)
In all cases, either static numbers or variable/flex/controller names can be used. Flexes will never exceed their position
value.

flexfile
block, but still inside $model
.

localvar <name>
can be used to store results of an equation for re-use later. Once you've defined one, just do %mylocalvar = val
.%mouth
This is a special variable that is read by the mouth
shader. When it is 1, the mouth interior is fully illuminated.
LOD
To disable flex, add nofacial
to an $lod block.
There is no need to create shapes for your LOD meshes; studiomdl will transfer them from the reference mesh as appropriate.
Stereo flexes (one slider with L/R control)
In order to be combined into a single "stereo" slider with left/right controls in Source Filmmaker or Faceposer, flexes must follow a particular naming convention; they must begin with left_ and right_. Here's an example:
flexfile "this_is_an_example.vta" {
flex "eyebrowClench" frame 1
flexpair "eyebrowRaise" 1.0 frame 2
flexpair "eyebrowFurrow" 1.0 frame 3
flexpair "outerEyebrowRaise" 1.0 frame 4
}
flexcontroller brow eyebrowClench "range" 0.000 1.000
flexcontroller brow right_eyebrowRaise left_eyebrowRaise "range" 0.000 1.000
flexcontroller brow right_eyebrowFurrow left_eyebrowFurrow "range" 0.000 1.000
flexcontroller brow right_outerEyebrowRaise left_outerEyebrowRaise "range" 0.000 1.000
%eyebrowClench = eyebrowClench
%eyebrowRaiseL = left_eyebrowRaise
%eyebrowRaiseR = right_eyebrowRaise
%eyebrowFurrowL = left_eyebrowFurrow
%eyebrowFurrowR = right_eyebrowFurrow
%outerEyebrowRaiseL = left_outerEyebrowRaise
%outerEyebrowRaiseR = right_outerEyebrowRaise
Here, eyebrowClench is a "mono" flex, while eyebrowRaise, eyebrowFurrow, and outerEyebrowRaise will be "stereo".

Using
Faceposer
See Choreography creation/Creating Events/Facial expressions.
Code
[Todo]