User:Gammerman12/Sandbox/Introduction To HWM: Difference between revisions

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(Created page with "[[File:http://media.steampowered.com/steamcommunity/public/images/avatars/b3/b392cba91e988b6531ca195ef9ad4ba927fce363_full.jpg.jpg|thumb|350px|Flex shapes in action. [[Team Fortr...")
 
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[[File:http://media.steampowered.com/steamcommunity/public/images/avatars/b3/b392cba91e988b6531ca195ef9ad4ba927fce363_full.jpg.jpg|thumb|350px|Flex shapes in action. [[Team Fortress 2|TF2]] characters in have two versions, pre-authored expressions (regular models) and the HWM (hardware morph) set of shapes. Half-Life 2 characters are based on the FACS, [[W:Facial Action Coding System|Facial Action Coding System]]]]
If you've ever made a short in SFM or played around with the TF crew in Garry's Mod, chances are you've seen character models with the prefix HWM. HWM stands for Valve's Hardware Morph system. This is the main system used by Valve for the movies made in the [[Source Filmmaker]], which give high-end controls to the animator for facial animation. These are meant to be used mostly for movies, as they are very costly and contain over 50 controllers on most faces, with a ton of underlying programming for the controls.
If you've ever made a short in SFM or played around with the TF crew in Garry's Mod, chances are you've seen character models with the prefix HWM. HWM stands for Valve's Hardware Morph system. This is the main system used by Valve for the movies made in the [[Source Filmmaker]], which give high-end controls to the animator for facial animation. These are meant to be used mostly for movies, as they are very costly and contain over 50 controllers on most faces, with a ton of underlying programming for the controls.



Revision as of 20:41, 17 August 2013

If you've ever made a short in SFM or played around with the TF crew in Garry's Mod, chances are you've seen character models with the prefix HWM. HWM stands for Valve's Hardware Morph system. This is the main system used by Valve for the movies made in the Source Filmmaker, which give high-end controls to the animator for facial animation. These are meant to be used mostly for movies, as they are very costly and contain over 50 controllers on most faces, with a ton of underlying programming for the controls.

Why HWM?

The DMX Format

Corrective Shapes

Further Reading