Faceposer Guide Part 1

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Faceposer Guide Part 1

Postby Tutorial on Wed Jan 14, 2009 1:12 am

category
General Half-Life 2/Scripting

description
The things that need to be done before creating a scene.

keywords
face, poser, faceposer, guide, part 1.

Tutorial Description

This tutorial explains the things that need to be done before really beginning creating a scene. So, it explains the very bases, and it's on bases that the rest of the work will rely on.

In this Tutorial, you'll learn about :

  • New Scene : Create a Scene and your first actor
  • Channels : Create a Channel for each specific tasks, and learn why you should create more than one
  • Models : Associate a Model to an actor and manipulate it

An overall look of the tool :
Image


New Scene

1) Click on Choreography > New...
Image

2) Save your scene wherever you want and give it the name of your choice. Notice it has to be in your yourMod\scenes\ folder.

3) Choose a name for your first actor
The name you give to your actor has its importance since it should be the same name as the NPC's name in Hammer.
I call him "kyl'".
Image

Note : If you don't know yet what his name is going to be in-game, you can use the keyvalues "!target1", "!target2", etc...
In Hammer, the logic_choreographed_scene has multiple "target" values you can fill with the name of the actor in-game.
If your actor is the player, use the "!player" keyvalue. This way, the source of the sound will be the player himself.

Good, we now have an actor !


Channels

Now you should think about what is your actor going to do in this scene.
Let's consider that "kyl'", my example actor is going to say something, look at something, animate its body and animate its face.
For each of these points, I like to use a seperate channel.
It's really important if you want to keep a good visibility on what's happening in your scene.

Let's do it :

1) Right Click on your actor > New... > Channel
Image

3) Name it "dialog" and associate it to you actor.
The "dialog" channel is the most important of all channels since dialogs are really the spine of your scene (unless you just want to create animations) : the whole content of your scene will rely on them.
Image

4) Do the same with the following channels :
  • "look at" : will contain "Look at", "Face actor" and "Move to" events
  • "animation" : will contain "Gesture" and "Sequence" events
  • "flex" : will contain "Flex Animation" events
Image

Note : Now that's personnal, but I like to have the "dialog" channel bewteen the "look at" and "animation" channels since they're both based on the dialogs. So, I move the "look at" channel up.
Right click on the "look at" channel > Move Up > Move "look at" up
Image

5) Save your work.
CTRL+S doesn't work, so make sure you click on Choreography > Save.
Image

Good ! We now have all our channels prepared !
It should look like this :
Image

Actually, the Channels organization is really up to you. Create, name and place them as you feel the most comfortable with.


Models

In Faceposer, as in Hammer, each actor is represented by a Model.
Let's Learn how to manipulate them.

1) Click on the menu File > Load Model...
Image

2) Select a NPC model for our actor.
Scroll down to see the model's images in JPG format.
Select an image.
I chose "barney.mdl".
Image

As you do that (and wait a little for all its properties and animations to load), you'll see the model appear in the 3D Model window.
If you don't see the window, or if you close it by accident and want to make it appear again, click on the "3D View" Tab in the bottom left of the screen.
Image

There are a few things you need to know about what is possible to do with this 3D View window :

    a) Zoom :
    Right Click on the model > Forward / Backward with you mouse

    b) Move
    SHIFT + Left Click on the model > Move around the 3D Model window

    c) Rotate Z
    Left Click ON the model > Move Left / Right with your mouse

    d) Rotate Y
    Left Click away from the model (on the black background) > Move Left / Right with your mouse

    d) Light
    CTRL + Left Click > Move around the 3D Model window


Note : Now, what if you have multiple actors and models ? How can you tell wich model should animate when one actor is saying or doing something ?

You will need to tell Faceposer which model is associated to which actor.
In order to do that :

1) Right Click on your actor > Associate .mdl with kyl (or wathever actor name you've chosen)
Image

2) Select one of the opened models
Image

You now have a model associated to your actor.
Image


Note : It's also possible to show ALL models at the same time in the 3D View.
To do so :

1) You need to have more than one model loaded.
Load as many models as you want by clickking on File > Load Model...

2) Right Clickk on the model's name Tab at the bottom right side of the screen > Show all
Image

Here's the result :
Image

Well, now with your workspace properly set, you're ready to dig in deep... really deep.

Until then, enjoy and have fun !

Cheers


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Re: Faceposer Guide Part 1

Postby MrTwoVideoCards on Wed Jan 14, 2009 8:43 am

Whoa dude, awesome job, thanks for this!
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Re: Faceposer Guide Part 1

Postby Crenfear on Wed Jan 14, 2009 9:32 am

Thanks! But also, I saw something that I kinda laughed at.
2) Select a NPC model for our actor.
Scroll down to see the model's images in JPG format.
Select an image.
I choosed "barney.mdl".

You might wanna fix that.
3:39 PM - vulcus: if i were him
3:40 PM - vulcus: I would have embraced them with my boner
-------
RockstarHilbily: Play that while you bone your "girlfriend"
The Jukebox: :l
The Jukebox: Play that, while you bone your palm.
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Re: Faceposer Guide Part 1

Postby fitrox on Fri Feb 20, 2009 2:19 am

Great tutorial, but ive got some problems with faceposer.

In the choreography tab, the play,pause and stop button don't apper, just like in your photos. And when i save my .vcd file at the first time a message says i need make it writable, because is read-only. Can you explain me what thats mean?

Thanks for your time!
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Re: Faceposer Guide Part 1

Postby Kyl' on Sat Feb 21, 2009 11:23 am

As for the buttons not appearing, that's because I'm with my mod's properties. If you start Faceposer with Half-Life²'s properties (from the Source SDK panel), you'll see the images correctly.
I've read somewhere it could be fixed... but I don't really care, actually :') Maybe Google for it, you might eventually find something.

For the file beeing read-only. Are you sure you created a new file, not that you opened an example from the sdk_content ? Or else I can't tell you why it causes that problem.

Cheers !
Image
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Re: Faceposer Guide Part 1

Postby fitrox on Sun Feb 22, 2009 1:52 am

Thanks dude, the buttons arent a problem and about the read-only when i save the choreography it turns writeable and works fine.

I really want to make a mod, i've been reading the tutorials about face poser and hammer, but i saw to make a mod its needed some c++ knowledge. There are a tutorial here about compiling the mod with everything is needed? Because i just got 4 bat files and i have no idea how to run my mod on steam.

Im grateful for your attention.
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Re: Faceposer Guide Part 1

Postby Kyl' on Sun Feb 22, 2009 7:42 pm

Well, I never had to code anything. So you won't have to if you don't want to.
You might find this link usefull, in order to create all the files you need for your mod :
http://www.moddb.com/tutorials/complete ... player-mod

Cheers ;-)
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Re: Faceposer Guide Part 1

Postby Ethako on Sun Feb 22, 2009 8:37 pm

wow thanks thats very helpful, been using it improperly (amateur).
xXIf it bleeds we can kill itXx
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Re: Faceposer Guide Part 1

Postby fitrox on Mon Feb 23, 2009 12:48 am

Gratz for the tutorial, im reading everything its possible, beginning from the basic, with patience.

Ill get all time is needed to learn before start to make anything.

Thank's again, ill keep a eye here, it's been very helpful! :D
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Re: Faceposer Guide Part 1

Postby Kodox on Thu May 07, 2009 10:51 pm

Best Tutorial I Have Ever Read In My Life

You have just recieved the BTIHERIML award. Thank you sir. Have a great day.
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Re: Faceposer Guide Part 1

Postby Kyl' on Fri May 08, 2009 2:30 pm

Cheers mate :-)

Glad to hear it was helpfull !
Hey, you really want to make my day Kodox ? Play Rebellion :-)

I've made 2 other Faceposer tutorials on this forum if you want to know more ;-)
(the last one is still waiting in the submission forum)

Now, just a little addition, since I made this tutorial using the Episode 1 Engine (not the Orange Box).
As you might have heard, with the Orange Box, you need to "recompile" the scenes.
It might sound like a burden, but it's actually terribly easy.
When you leave faceposer, it automatically proposes you to rebuild the scenes.image file. But if you want to make it manually :

Files > Rebuild scenes.image...

Easy.
Image
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Re: Faceposer Guide Part 1

Postby asatruar on Wed Jun 03, 2009 1:17 am

"Save your scene wherever you want and give it the name of your choice. Notice it has to be in your yourMod\scenes\ folder"


1. where is this folder located? do I need to create it? I have no idea what you mean by yourMod.

2. when importing scripts and sounds using soundscript, I can't find my wav files at all. any help would be appreciated.


Nevermind. I found it.
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Re: Faceposer Guide Part 1

Postby PsychokineticHobo on Fri Jun 26, 2009 6:46 pm

thank you so much for these guides--this is perhaps the first time i've actually understood how to use this. Could you do tutorials for the rest of the SDK?
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