#7
19th Jul 2011 at 10:42 PM
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It has been quite a while since I did any research on this, but TS2 used morphs for facial animations. The limit was 4 morphs per-vertex, not 4 morphs per-face, and coding this in a manner that was usable in MilkShape proved to be too great a challenge. So a face may have 17 different morphs, but only 4 or less affect any particular vertex. A facial animation might then have keys set on most or all of these morphs, turning mouth corners, cheekbones, lips and eyebrows in different amounts and at different timings to animate the face.
The application of the morphs is triggered by keys in ANIM files, but isn't directly supported by the animation tool I made (nor by the SMD format, so also not by Miche's converter). I think they could be directly edited in SimPE, or the intermediate text format the animation plug-in uses, but that would be just one step up from using a hex editor.
Marvine helped with the research, and we succeeded in modifying some expression animations. But it never was turned into a tool that was released.
<* Wes *>
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