User:Gammerman12/Sandbox/Introduction To HWM

From Valve Developer Community
< User:Gammerman12
Revision as of 20:38, 17 August 2013 by Gammerman12 (talk | contribs) (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...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
File:Http://media.steampowered.com/steamcommunity/public/images/avatars/b3/b392cba91e988b6531ca195ef9ad4ba927fce363 full.jpg.jpg
Flex shapes in action. 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, 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.

Why HWM?

The DMX Format

Corrective Shapes

Further Reading