User:Gammerman12/Sandbox/HWM Reference

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Note.pngNote:This is a WIP. More references will be coming.

This is a reference sheet for Valve's High-End SFM Facial Animation system, refered 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.

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.

Base

Not necessarily a required flex, but is here for documentation purposes.

BlowNostril
BrowOutV

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.

Base

Not necessarily a required flex, but is here for documentation purposes.

BrowOutV_Frown_RaiseBrowIn
BrowOutV_RaiseBrowIn

Tounge Shapes

TODO: Nick doesn't have any working tounge 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..