User:Gammerman12/Sandbox/HWM Reference: Difference between revisions

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;{{Note|This is a WIP. Using placeholders because uploads aren't working for me yet.}}
;{{Note|This is a WIP. Currently you will have to download the reference sheet, as the VDC's uploader is broken at the moment.}}
This is a reference sheet for Valve's High-End SFM Facial Animation system, referred as Hardware Morph, or the [[Flex_animation#DMX_format|DMX Format]]. Some advantages for this system include more power to the animator, corrective shapes, and wrinkle maps. These references are taken from the left4dead2_movies characters.
This is a reference sheet for Valve's High-End SFM Facial Animation system, referred as Hardware Morph, or the [[Flex_animation#DMX_format|DMX Format]]. Some advantages for this system include more power to the animator, corrective shapes, and wrinkle maps. These references are taken from the left4dead2_movies characters.
Download the PDF here:


;{{Note|The characters must be modeled with their eyes wide open. CloseLid will handle this one.}}
;{{Note|The characters must be modeled with their eyes wide open. CloseLid will handle this one.}}
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==Base Shapes==
==Base Shapes==
These are the base blend shapes. These are generally what you control in SFM/Faceposer, however most are combined or renamed when run through [[Dmx#Using_dmxedit|DMXEdit.]] These are generally the most important because having bad base shapes will end up ruining your Corrective Shapes.
These are the base blend shapes. These are generally what you control in SFM/Faceposer, however most are combined or renamed when run through [[Dmx#Using_dmxedit|DMXEdit.]] These are generally the most important because having bad base shapes will end up ruining your Corrective Shapes.
{| class=standard-table
|'''Base'''
Not necessarily a required flex, but is here for documentation purposes.
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''BlowNostril'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''BrowOutV'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''CheekV'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''ClenchJaw'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''CloseLidLo'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''CloseLidUp'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''CompressLips'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''DeflateCheek'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''Dimple'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''Frown'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''FunnelLips'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''InflateCheek'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''JutJaw'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''JutUpperLip'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''LipCnrTwst'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''OpenJaw'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''OpenLips'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''OpenLowerLip'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|'''OpenJaw'''
||[[Image:Face key.00.jpg|thumb|140px]]
||[[Image:Face key.00.jpg|thumb|140px]]
|-
|}


==Corrective Shapes==
==Corrective Shapes==
Corrective Shapes are used by Source when certain flexes are ticked. They will form into the shape you create in Maya/Blender after the dmx runs through DMXEdit. These are used so that you don't have weird looking combinations with certain flexes.
Corrective Shapes are used by Source when certain flexes are ticked. They will form into the shape you create in Maya/Blender after the dmx runs through DMXEdit. These are used so that you don't have weird looking combinations with certain flexes.
{| class=standard-table
 
|'''Base'''
Not necessarily a required flex, but is here for documentation purposes.
||[[Image:Face key.00.jpg|thumb|140px|[[Media:Face key.00.jpg|click to enlarge]]]]
||[[Image:Face key.00.jpg|thumb|140px|[[Media:Face key.00.jpg|click to enlarge]]]]
|-
|'''BrowOutV_Frown_RaiseBrowIn'''
||[[Image:Face key.00.jpg|thumb|140px|[[Media:Face key.00.jpg|click to enlarge]]]]
||[[Image:Face key.00.jpg|thumb|140px|[[Media:Face key.00.jpg|click to enlarge]]]]
|-
|'''BrowOutV_RaiseBrowIn'''
||[[Image:Face key.00.jpg|thumb|140px|[[Media:Face key.00.jpg|click to enlarge]]]]
||[[Image:Face key.00.jpg|thumb|140px|[[Media:Face key.00.jpg|click to enlarge]]]]
|-
|}
==Tongue Shapes==
==Tongue Shapes==
'''TODO:''' Nick's .ma doesn't have any working tongue shapes. Can someone else do them with say, the tf_movies scout?
'''TODO:''' Nick's .ma doesn't have any working tongue shapes. Can someone else do them with say, the tf_movies scout?

Revision as of 00:54, 18 August 2013

Note.pngNote:This is a WIP. Currently you will have to download the reference sheet, as the VDC's uploader is broken at the moment.

This is a reference sheet for Valve's High-End SFM Facial Animation system, referred as Hardware Morph, or the DMX Format. Some advantages for this system include more power to the animator, corrective shapes, and wrinkle maps. These references are taken from the left4dead2_movies characters.

Download the PDF here:

Note.pngNote:The characters must be modeled with their eyes wide open. CloseLid will handle this one.
Note.pngNote:Most of these flexes can have their names automatically made in Maya, using the Blendshape Editor's kfacs.

Base Shapes

These are the base blend shapes. These are generally what you control in SFM/Faceposer, however most are combined or renamed when run through DMXEdit. These are generally the most important because having bad base shapes will end up ruining your Corrective Shapes.

Corrective Shapes

Corrective Shapes are used by Source when certain flexes are ticked. They will form into the shape you create in Maya/Blender after the dmx runs through DMXEdit. These are used so that you don't have weird looking combinations with certain flexes.

Tongue Shapes

TODO: Nick's .ma doesn't have any working tongue shapes. Can someone else do them with say, the tf_movies scout?

SELECT Shapes

SELECT Shapes are used by DMXEdit to select certain vertices. They work off of the vertex data you feed to it (i.e. centerline divides the face in half based on the vertices, even if you use the edge tool to move it.) Anything that moves here will be selected, even if it moves slightly. TODO: These guys need special documentation. Take a look at gambler or the half-head Scout for a reference to these..