InsaneMonster
Hosted Project: W3RR
- Joined
- Jul 20, 2011
- Messages
- 505
WARNING: This tutorial can be applied only to Warcraft 3 Reforged!
GOAL
To show a very hidden feature of the FaceFX animations in Warcraft 3 Reforged animated potraits: facial expression. Through this feature it's possible to inject some very required emotions into the characters faces.
KNOWLEDGE REQUIRED
- How to create and edit animated portraits in Warcraft 3 Reforged World Editor (How to: Warcraft 3 Reforged Animated Portraits)
- Warcraft 3 Reforged World Editor
TABLE OF CONTENT
- BACKGROUND (OPTIONAL)
- FACEFX CURVES
- IN-GAME IMPLEMENTATION
BACKGROUND (OPTIONAL)
This section provides insights into what the facial expressions feature is and where you can find it's very limited usage within Warcraft 3 Reforged campaigns.
One of the main complaints Warcraft 3 Reforged characters received was they looked emotionless.
While this is true to a certain exent, I always believed realistic characters with proper lip-sync cannot look as expressive as stylized characters for which to talk meant to repeatedly move their mouth and head to a ridicoulus extent. Now, I know it looked very nice, but just because classic graphics is... what it is, and as such this kind of exaggerated motion would look really bad on modern, realistic faces.
However, there is an hidden feature, simple yet quite tedious to implement, that can help on that regard, by making the characters faces adapt to the mood of their spoken text. Or, well, at least to what the programmer want this mood to be.
This feature was introduced to me by @Kam, mentioning they have been using it on the first human missions... and nowhere else. From the very limited samples I could find inside the very first human chapters, I found a set of useful commands and tricks I am going to share with you all.
FACEFX CURVES TEXT TAGS
This section explains the technology behind the facial expressions and it links the appropriate documentation.
I will keep this section short, but I feel it is required to fully understand this tutorial. The technology behind facial expression is part of the FaceFX software. Specifically, it's called FaceFX Curves Text Tags. This technology allows to inject a customizable behaviour into the spoken text associated with a dialogue.
By writing some keywords in the text, called tags, the behaviour of the facial animation linked with such text is changed. Bezier curves with four possible configuration are used to interpolate between a zero level of application of such behaviour and a certain multiplier, also customizable on a per tag basis.
Refer to the linked article by FaceFX for additional details.
IN-GAME IMPLEMENTATION
This section shows the available behaviours of FaceFX Curves Text Tags within Warcraft 3 Reforged and some usage samples.
One of the most important thing you have to know is that behaviors themeselves are not configurable by us and have been designed by Blizzard animators. The only thing we can do, is to decide when and how to use them.
There is no documentation about this feature available, so I had to search into provided examples to find the available tags. The one I have found are the following:
- Angry
- Sad
- Happy
- Surprised
- Scared
- Squint
- ["Angry" type=quad v2=1.5 v3=3.0 easein=0.5 easeout=0.5]I don't know what this is all about, but I'll play along.[/"Angry"]
- ["Happy" type=quad v2=3.0 v3=0.5 easein=0.5 easeout=1.0]Greetings, son of Durotan. I knew you'd find your way.[/"Happy"]
- ["Happy" type=lt v2=1.5 easein=0.25 easeout=0.25]I know many things, young warchief, about you and your people.[/"Happy"] ["Angry" type=quad v2=2.0 v3=2.0 easein=0.25 easeout=1.0]My identity, at this time, is unimportant. What is important is that you rally your people and leave these shores immediately.[/"Angry"]
- ["Squint" type=lt v2=1.5 easein=0.25 easeout=0.25]Human?[/"Squint"] ["Scared" type=quad v2=2.0 v3=1.0 easein=1.0 easeout=1.0]I left my humanity behind long ago. I am something... different now. Know that I have seen the future and beheld the great burning shadow that is coming to consume this world. You sense it as well, don't you?[/"Scared"]
- ["Happy" type=lt v2=4.0 easein=0.5 easeout=1.0]It was lucky we happened onto this cove.[/"Happy"] ["Scared" type=quad v2=2.0 v3=4.5 easein=0.5 easeout=0.5]I don't think our ships would have held out much longer in that storm.[/"Scared"]
- ["Sad" type=quad v2=2.0 v3=4.5 easein=0.5 easeout=0.5]Warchief, half of the ships are missing,[/"Sad"] ["Angry" type=rt v2=2.5 easein=0.75 easeout=0.25]and the rest are badly damaged.[/"Angry"]
- ["Surprised" type=quad v2=4.0 v3=1.5 easein=0.5 easeout=0.25]We had better get settled, then.[/"Surprised"] ["Sad" type=rt v2=2.5 easein=0.75 easeout=0.25]We may be on this island for awhile.[/"Sad"]
Also keep in mind that easein and easeout parameters are expressed in seconds.
Finally, expect the effect to be very subtle, hard to notice if you don't compare side by side. But, I can assure you, the effect is there. To see if it's working, look at the eyes, they move much more expressively when appropriate values and tags are used.
Now, one last warning: this feature only works when cinematic mode is active. If you try to use it during gameplay, it doesn't work properly and the tag text is fully displayed. In cinematics, though, it's processed correctly and it's hidden from the spoken text.
CONCLUSIONS
I hope that this feature can help in giving a bit more life to your characters animations in cutscenes. Let me know if you discover additional tags, and I'll add them to this tutorial.
Have fun with their faces!