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Let's say that you've called the shape keys "JawUp" and "JawDown", while you want the flex controller in Source Filmmaker to be called "JawV".
First, go to the "Scene Properties" tab in Blender, find the "Source Engine Exportables" category, select your collection (and object?), and switch from "Simple" to "Advanced" in the "Flex Properties" area.
If you're not already using advanced flexes, click on the "Generate Controllers" button. This is supposed to make a new text block in the Blender Session containing flex controller settings, but it doesn't work for me.
Then switch to the text editor view, select that embedded text block (if it works for you), find the part with your jaw flexes, which will look something like...
If you list two shape keys, it'll make a slider that has the first shape key on the left and the second shape key on the right.
If you list more than two shape keys, it'll make a "multi_" slider that decides which shape key to use, and another slider that decides the intensity/how much to apply it.)
Example is if I click on a bog standard model's JawV it comes up single value 0.5 that I can slide left or right. But if I double click on the CheekH is has two values both of which are 0.5. My CheekH only has the single 0.5 value.
So below is the smile. I'm trying to get these sliders as close as possible to the SFM face sliders so I can do the lip sync. The smile in SFM has two values of left and right and is set at default zero. I got the left and right bit working but it is defaulting at 0.5. Also, the movement seems...exponential. Below 0.5 the movement of the mouth is incredibly small. But above it quickly rises into a smile. Comparatively, normal sfm models have it move at a constant pace.
Alright. Last bit. So the LipsV. In SFM it's broken down into left and right. Also the slider is defaulted to 0.5 with 0-0.5 being the lips being pressed together and 0.5-1 being the lips opening.
Will this code accomplish that? I've compiled and run it but I honestly cannot tell since the lip movement seems very muddled compared to what I had in blender.
You're not supposed to make your own left and right variants of flexes; that happens automatically (based on a single shape key that affects both sides of the face) when "stereo" is set to 1.
You probably shouldn't set "eyelid" to 1 for non-eyelid flexes.
(And even for eyelid flexes, you should keep it at 0 unless you know what it does.)
For that, you would use this code:
Ignore the previous post because it was made when the forums didn't update your reply. But this was the final piece. Don't know why the face can't have its phenomes extracted but I can always copy and paste from another face model.
Thank you SO MUCH!!!!!
I would never have figured this out on my own.
If your model has the same "set" of flexes as another model that does have phoneme presets (and the model is from Valve or another "free-to-use" source), you can try finding that model in File Explorer, then copy its "[filename]_phoneme.pre" file to where your own MDL file is, and rename it to the name of your model followed by "_phoneme.pre".
(For Team Fortress 2's HWM class models, you should look in the "tf" search path, not "tf_movies".)
Edit: After this, you should make a new session and test the model there.
(Presets are only loaded when you make a new animation set, and I don't know if it works if you make a new animation set for a model that you've already used in the same session, so making a new session to check is nice.)