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The Facial Editor (FE) is a tool for creating and editing asset files (except model files, which are created elsewhere). It provides a graphical interface for creating expression libraries and for using those expressions to create sequences.

Note

This tool is not supported at the moment, but for those users who still use it, we've kept the information that's currently available. However, there will be no additions to this tool's documentation.


The image below shows an overview of the FE and its subwindows:

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Info

The project management facilities provided here have not been maintained recently.


New

Creates a new project.

Open

Opens a project.

Save

Saves the current project.

Save As

Saves the current project and lets you specify a name and location.

Edit

Undo

Undo last operation.

Redo

Redo operation after undo.

Expressions Library

New

Closes the current expression library and create a new one.

Open

Closes the current expression library and open another one.

Save

Saves expression library.

Save As

Saves the expression library under a different file name.

Info
Note:
Currently, unlike some other applications, save as will create the new document, but will not then switch to editing it.
The editor will continue to display the previous document. This may change in the future.
(STATUS? Changed/unchanged?)


Export Selected Expressions

Creates a new expression library consisting only of those expressions that are currently selected in the Expressions Explorer pane.
These expressions can then be imported into a different library. The user will be prompted for the file name of the library to export to.

Import Expressions

Opens an existing expression library and merges the expressions into the current one.
The user will be asked for the name of a library to import.

Due to the way expression libraries are structured, the merging is actually quite complex.

 

Batch Update With Selected Expressions

Selects a series of expression library files and merges the expressions that are currently selected into them,
replacing the expressions in each library if they already exist. Can be used to perform sweeping changes to many expression libraries simultaneously.

The user

You will be shown an open dialog where he is asked to select the files to be updated.

Note
Files should be checked out by the user in Perforce, if necessary, before this operation is performed.


Morph Check

Displays a list of all morphs that are referenced in the expression library that are missing in the currently loaded character.

Character

Load

Load a new character to use in the preview. This character can be either a CHR of a head, a CDF of a head with eyes attached or a full body (CDF with head attached).
If the head model does not contain any morph targets, the loading will fail.

Sequence

New

Close the existing sequence and create a new one.
The user will be prompted to save the current sequence, if it is modified.
He will then be shown a save dialog to pick the name of the new sequence.

Open

Close the current sequence and open another one.
The user will be prompted to save the current sequence, if it is modified.
He will then be shown an open dialog to pick the sequence file to open.

Save

Save sequence.

Save As

Save the sequence under a different filename.

Note:
Info
Currently, unlike some other applications, Save As will create the new document, but will not then switch to editing it.The editor will continue to display the previous document. This may change in the future.


Load Sound

Load a compatible .wav file into the sequence.
The sound waveform will be displayed in the waveform control, and the sound will play when the play button is pressed.
The sound will then be associated with the sequence and used for any subsequent lip-synching operations.

Load Skeleton Animation

Load a skeleton animation ( .CAF file) into the current sequence. Only animations available through the cal (Crytek Animation List) file are accessible.
The skeleton animation will then be previewed when the sequence is played, allowing the animator to view the facial animation as part of the skeleton animation.
The skeleton animation will then be associated with the sequence when it is saved.

Batch Apply Expression

Unsupported.

Export Selected Expressions

Create a

ew

new sequence file containing only the currently selected channels.
The user will be prompted for the filename of the new sequence. If any channel folders are selected, their children will be exported as well.

Import Expressions

Load a sequence and merge its channels into the current one.
The user will be prompted for the name of the sequence to load.
If a channel exists in the current sequence, the user will be asked whether he wants to overwrite it or keep the current one.

Batch Update With Selected Expressions

Open a series of sequences and merge the channels that are currently selected in the sequence dialog into each one, replacing the channels if they already exist.

Load Video Extracted Sequence

Load a text file generated by the FaceAnim utility, used for motion capture of an actors face. Both curves and video are imported.

Load Video (Ignore Sequence)

Load a text file generated by the FaceAnim utility used for motion capture of an actors face, but ignore the motion data and loads the video only.

Load Group File

Load a .grp file which was saved from the level editor.
GRP files are exported sequence objects which appear in the level when a new trackview sequence is created.
Saving these objects as grp files exports an XML format of everything contained in the sequence from audio positions, to skeletal animation and camera paths.
This can then be imported into a facial sequence for use in the Facial Editor.

Joysticks

New

Create new joystick file.

Open

Open joystick file.

Save

Save joystick file.

Save As

Save joystick file and specify name/location.

Create Expression From Current Positions

Take the expression currently being shown on the character, as defined by the joysticks, and create an entry in the expression library that captures it.

Lip Sync

Extract Phonemes

Analyze the currently loaded waveforms and select a series of phonemes to use for lip synch.
If known, the text that the sound represents can be entered - this is used to improve the accuracy of the result.

Batch Process Directory

Batch processes a directory of audio, into fsq files using the same name as the audio file itself.

2. Preview Pane

The Preview window shows a character on which the selected expressions and animations can be previewed.

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This pane provides options to control what is shown in the Preview Pane. Many of these options are the same as those provided in the Character Editor.

Option

Description

LookIK

Causes the model to look toward the camera, using the spine, neck, head, and eye bones together

LookIK Eyes Only

If LookIK is enabled, move only the eyes

Show Eye Vectors

Shows lines pointing in the direction of the eyes bones; used for debugging

Look IK Offset X

Specifies the offset of the LookIK Target on the x-axis, relative to the center of the camera

Look IK Offset Y

Specifies the offset of the LookIK Target on the y-axis, relative to the center of the camera

Procedural Animation

Enables procedural animation of the eyes and eyelids, for automatic twitches and blinking

Display Physics

Draws the physics meshes of the model

Use Character Physics

DESCRIPTION PLEASE

Show Grid

Toggles the grid display along the z=0 plane

Show Base

DESCRIPTION PLEASE

Show Locator

DESCRIPTION PLEASE

In Place Movement

DESCRIPTION PLEASE

Strafing Control

DESCRIPTION PLEASE

Lighting

Toggles the lighting on the model

AnimLights

Toggles between the static light position and the orbiting lights in the scene

Background Color

Alters the background color by using RGB values

Object Ambient

Chooses the ambient lighting for the model

Light Diffuse1

Alters light 1's diffuse color by using RGB values

Light

Specular1

Alters light 1's specular color by using RGB values SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Light

Diffuse2

Alters light 2's diffuse color by using RGB values

Light

Specular2

Diffuse3

Alters light

2

3's

specular

diffuse color by using RGB values

SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Light Diffuse3

Alters light 3's diffuse color by using RGB values

Light Specular3

Alters light 3's specular color by using RGB values SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Light Multiplier

DESCRIPTION PLEASE

Light Specular Multiplier

DESCRIPTION PLEASE

Light Radius

DESCRIPTION PLEASE

Light Orbit

DESCRIPTION PLEASE

Show Wireframe1

Show Wireframe1

Shows the model as a wireframe

(Why 1 and 2?)

Show Wireframe2

Shows the model as a wireframe

(Why 1 and 2?)

Show Tangents

Displays lines along the tangents of each mesh vertex

Show Binormals

Displays lines along the binormals of each mesh vertex

Show Normals

Displays lines along the normals of each mesh vertex

Show Skeleton

Displays the

underlying bones

Show Joints Names

Shows the debugging information for bones

Show Joints Values

Shows the debugging information for bones

Show Inv Start Location

DESCRIPTION PLEASE

Show Motion Param

DESCRIPTION PLEASE

Print Debug Text

DESCRIPTION PLEASE

Uniform Scaling

DESCRIPTION PLEASE

Force LOD Num

DESCRIPTION PLEASE

Show Shaders

Displays the currently used shaders

Show Sky Box

Unsupported  SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Show Texture Usage

Unsupported  SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Show All Textures

 SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

No LOD

Always renders by using the base mesh - never uses low LODs  SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Show Occlusion

 SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Disable Visibilty

 SEEMS TO HAVE DISAPPEARED, PLEASE CONFIRM

Attach Camera

DESCRIPTION PLEASE

underlying bones

Show Joints Names

Shows the debugging information for bones

Show Joints Values

Shows the debugging information for bones

Show Shaders

Displays the currently used shaders

FOV

Sets the Field of View (can be used to zoom in)

(1) Procedural animation must also be enabled by using the ca_face_procedural=1 (or 2 or higher) console command.

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Effectors Slider Pane Main Menu

Clear All

Clears all applied expressions

Morph Targets Tab

Lists all available morph targets in the character. Weight sliders within this view allow the user to preview each morph by moving the slider to the left (negative values), or to the right (positive values). Balance allows asymmetrical preview of each shape or morph.

Effector

Displays the name of the morph targets stored within the character; the checkbox next to the name of the morph enables and disables the effect of the weight slider.

Weight

Moves the morph target from the neutral position to the negative or positive values.

Val

Displays the position value of the slider, in the numerical form.

Balance

Controls the balance factor or symmetry of the morph.

All Effectors Tab

Similar to the previous tab, but lists all possible effectors from morphs to expressions.

Effector

Displays the name of the effectors available, from morph targets to composed expressions; the checkbox next to the name of the effector enables or disables the effect of the weight slider.

Weight

Moves the effector from the neutral position to the negative or positive values.

Val

Displays the position value of the slider, in the numerical form.

Balance

Controls the balance factor or symmetry of the effector.

6. Expressions Explorer Pane

...

Lists expressions that have been assembled into an expression library. Within this view the user can define the existing morphs in the character and compose them into expressions using a right click menu interface (below).

Expressions Tree View

Right-Click Menu

New Folder

Creates a new folder.

New Expression

Adds an existing morph or creates a new expression.
If the name has already been used by an expression in the library, the new expression cannot be created - each expression name must be unique.
In this case, the user is given the option of adding the existing expression as a child of the selected one.

New Bone Control

Creates a new bone controller or channel through which bones within the character can be animated.
If the name is already used by an expression in the library, the new expression cannot be created - each expression name must be unique.
In this case the user is given the option of adding the existing expression as a child of the selected one.

New Attachment Control

Create an expression that rotates an attachment (not supported for skin attachments).
If the name is already used by an expression in the library, the new expression cannot be created - each expression name must be unique.
In this case the user is given the option of adding the existing expression as a child of the selected one.

Rename

Rename an expression or folder.

Copy

Copy an expression.

Paste

Paste an expression.

Remove

Remove expression or folder.

Curves Tab

Curves tab allows the user to control how multiple shapes will blend when the expression transitions from minimum amplitude to full amplitude.

...

Displays a preview of the currently loaded asset. DOESN'T SEEM TO SHOW ANYTHING, ALSO: HOW IS THIS DIFFERENT FROM THE OTHER PREVIEW PANE?

7. Sequence Pane

This pane is used to edit the sequence itself. It is divided into four main areas: the Sequence Tree View, the Curve Track View, Facial Editor*** and the Sequence View Toolbars.

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The left part is a tree view of the channels in the sequence. The channels are shown grouped into folders, which allow them to be logically organized. Allows the creation of a list of available expressions which can be directly animated within the sequence. These are assembled by adding shapes and expressions from the expression library into the tree view.

Sequence View

Right Click Menu

New Folder

Create a new channel folder in the sequence. A dialog is displayed asking the user for the name of the folder to create.

Rename Folder

Only appears if a folder is selected. A dialog is displayed asking the user for the new name of the folder.

Remove

Remove element such as a folder or an expression.

Add Balance

Adds a balance channel to the current folder. This channel will control the balance for all expressions in the same folder as it and any child folders.

Add Selected Expression

Only appears if an expression is first selected in the Expressions Explorer Pane.
Creates a new channel referring to the selected expression as a child of the selected folder.

Cleanup Keys

Apply an optimization algorithm to the key frames in the curves for this channel.
This algorithm attempts to delete as many keys as it can without changing the shape of the curve more than a small threshold value.

Smooth Keys

Function to smooth over noise. Mostly used for mocap data.

Remove Noise

Function to remove noise. Mostly used for mocap data.

Add Phoneme Strength

Add a channel that controls the amplitude of the phoneme expressions during lip-synching.
*seems to be only appearing in special cases.

Add Morph Target Vertex Drag

Unsupported.

Add Procedural Animation

Unsupported.

Add Layer

Adds an editing layer onto the channel. See Channel Layers for more information.

Delete Layer

Deletes the editing layer of the channel. See Channel Layers for more information.

Collapse Layer

Commit changes made within a layer to base curves permanently. See Channel Layers for more information.

Insert Viseme Shapes

Mode in which morphs can be entered in text form to produce overlapping shapes which blend in and out of one another.
This is useful for producing fast layouts of visemes for keyframed lip sync. Expressions must have "visim" as a prefix in the name.

Curve Track

Selecting a channel in the tree view causes its curves to be shown in the top part of the curve Track (selecting a folder is equivalent to selecting all of its children recursively). This control displays the splines, similarly to the sub-expression control in the Expressions Explorer Pane.

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Audio Track - Right Click Menu

Clear all Waveforms

Removes all wav forms from the track.

Lip Sync With Text

Opens dialogue where text can be entered which matches the spoken audio and will generate an appropriate list of phonemes. If left empty the plugin does it's best to guess the phonemes necessary.

Remove Sound

Removes wav file from sound track.

Audio Track- Label Bar (highlighted in red below)

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Overlap Sounds – Allows sounds to overlap when they have been placed in an overlapping fashion. When it is off, sounds are trimmed when a new sound begins to play.

 



The key tangent settings can be manipulated using the key settings toolbar buttons (see image above).

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 Grid snap horizontal

 Grid snap vertical

 


Key All – Creates key for every track selected in tree view.

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Remove Noise Value – Sets value for remove noise operation. 


Channel Layers

When dealing with curves that have many keys, such as motion captured data, normal key-frame animation becomes very unwieldy. To help alleviate this situation, animators can make use of channel layers.

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Joystick Right Click Menu

Create Joystick

Creates a basic joystick without any active connections.

Joystick Right Click (no expression selected in tree view)

Edit Joystick Name

Renames joystick.

Set Joystick Color

Alters color of joystick.

Delete Joystick

Removes the joystick permanently.

Joystick Properties

Views properties page of joystick.

Joystick Right Click (expression selected in tree view)

Edit Joystick Name

Renames joystick.

Set Joystick Color

Alters color of joystick.

Set Horizontal Joystick Channel

Assigns selected expression in tree view to the horizontal channel of joystick control.

Set Vertical Joystick Channel

Assigns selected expression in tree view to the vertical channel of joystick control.

Flip Vertical Channel

Inverts the control of the Vertical axis.

Flip Horizontal Channel

Reverses the control of the horizontal axis.

Delete Joystick

Removes the joystick permanently.

Joystick Properties

Views properties page of joystick.

Joystick Properties

Channels

X Channel

displays the expression assigned to the X channel.

Y Channel

displays the expression assigned to the Y channel.

Flipped Checkbox

Inverts the X or Y channel.

Video Import Settings

X Scale

Scales X component upon import.

Y Scale

Scales Y component upon import.

Offset

Offsets X or Y component upon import.