Source Filmmaker

Source Filmmaker

Facial animation for custom characters
Hey guys. I've got some Sonic characters from here:

Now all the mouth shapes appear under Known so I'm not sure if they'll get recorded or not when I try to lip-sync an audio file.

Is there some easy way to move certain bones to other groups or are they stuck the way they are? Thanks.
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Showing 1-5 of 5 comments
R234 May 6, 2013 @ 1:34am 
What's important for auto lip sync to work is for the model to have a phonemes table, whether the facial flexes are in "face" or "unknown" is not really relevant. As long as you select the animation set's facial flexes it will work.
ViRiX Dreamcore May 6, 2013 @ 7:14am 
Oh cool tthen. So I just select the A Uuu Mmm and all those other once and then hit Extract Phonemes, then it'll work. cool.
One other question. Is it possible to do signle clips of animation and then loop them over.

An example of this would be that I make one walk cycle for a character. I'd then like to loop it over and ogver without having to select all the bones I used for it again and copying those keyframes. I'd just make the walk cycle in key frames once, then I'd save it as a clip and then I could use it over and over and have it loop and whatever... well that's how it works in other apps. Not saying SFM HAS to work like that, but just wondering if it can do something like that. I know it has animation sets, but it seems those are for single shots as a whole (camera lights and everything) Can they work for just one animation and can they be stacked on top of each other? Thanks.
R234 May 6, 2013 @ 12:42pm 
Well, you can export/import animations, but I don't know if there's a quick way to make it loop. Since I only use the motion editor, I usually just use copy/paste samples a few times. That doesn't necessarily mean there isn't a way, I still have lots to learn about SFM too...
raptornx01 May 6, 2013 @ 1:05pm 
copy/pasting is about the only way I know of to make loops without importing an already made one. what you can do is if you are using the graph editor highlight each bone/flex in the animation. if they all fall in order you can highlight the first one, then go down to the last one and hold shift then click on it, this will highlight the first and last one and all the ones inbetween. or if they skip around you highlight one, then hold ctrl and click on each of the others. if you do that then all ones you click on will be highlighted.

then in the graph edited with all your bones highlighted move the playhead to where you want the next part of the loop to start then click on the keyframe where your animation starts (make sure you click the key itself so the playhead doesn't move), then hold shift and click on the last one. now all your keyframes are highlighted. then just hit crtl and C to copy them. then hit crtl and V to paste them. rinse and repeat.

you can speed up the process by copying the original animation and pasting it, then moving the play head to where the next part is, and copy and pasting the original and pasted, and so on. (IE 1 animation become 2, 2 becomes 4, 4 becomes 8, etc)

one thing to note, i found that sfm can be fickle. that when copying multiple keyframes it doesn't like you to use the right-click/copy/right-click/paste method. so its best to place the playhead where you will be pasting first, then crtl-c and crtl-v
Last edited by raptornx01; May 6, 2013 @ 1:07pm
ViRiX Dreamcore May 7, 2013 @ 3:04am 
Hm I see. I'll look into the importing and exporting the animations. In the meantime, I guess I'll just copy and paste. Thanks for the help guys.
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Date Posted: May 6, 2013 @ 12:03am
Posts: 5