Mass Effect Legendary Edition
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SpaceD0lphin

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SpaceD0lphin

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About this mod

Resource files for mod creators who are looking to animate new or spliced dialogue lines in Mass Effect games. Works on OT and LE. Requires specific UDK version, torrent link provided.

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THESE FILES ARE SIMPLY RESOURCE TOOLS FOR MOD CREATORS, THEY ARE NOT FOR END USERS (PLAYERS) !
These are for automatically animating new dialogue lines using the same methods BioWare used.


WHAT IS THIS?

The Mass Effect games used a version of FaceFX that came packaged as standard with the UDK of the time. Included here are the files and data necessary to generate lip-sync animations specifically for Mass Effect characters. By using these tools as directed, mod authors can easily create facial animations for new dialogue lines. Animations can be used in both the original trilogy (OT) versions and the Legendary Edition (LE) versions.

Before, authors had to either copy-and-paste snippets of animations in an often tricky and confusing process... or, they had to animate each new line by hand, sound-by-sound, shape-by-shape, with the kind of time-consuming tedium that renders a person into little more than a jibbering pyjak. Now, it's all automatic - just as it was for our old friends at BioWare.

HOW DO I USE THIS?

In broad terms, you need the correct version of UDK installed, your audio files, and LEX (Legendary Explorer.) Inside the resources folder is a torrent file that allows you to download an ISO of 2011 UDK installs. (I recommend Deluge for using torrent files.) You must have the correct version installed, as newer versions of UDK contain different versions of FaceFX and will not produce the right results.
UDK 2011 v7977 is the correct version.
You need a basic working familiarity with LEX's Dialogue Editor, FFXE, and/or Package Editor.
FaceFX will generate XML files that LEX can import.

I made an extremely to-the-point 5 minute video tutorial on exactly how to set everything up:





FAQ:

Q: What kinds of characters can this be used with currently?
ME2/LE2: Turian, Krogan
ME3/LE3: Human, Asari, EDI, Turian, Krogan

Q: I want more races!
I know. If you don't want to wait for me to do it, you need Autodesk Maya 2009, the FaceFX plugins from the UDK 2011 deployment, uModel for extracting PSK models from PCCs, and ActorX plugins so Maya can import/export them. This will allow you to create a .FXA preset. You will then need to extract the information from the vanilla FXA files' binary in FaceFXAssets.pcc so you can collate the spreadsheet and manually reconstruct it in FaceFX, then export that as a .FXT template.
Or just, like, wait for me to do it.

Q: What about ME1/LE1?
I'll look into it - whilst we do not have the ability to insert new audio into the first game like we can with the others, this could be used to implement previously cut content that still has audio assets intact.

Q: Why doesn't Preview work?
This is because I do not have models with all the rigging and blendshapes/morphtargets intact. If you want to ensure that animation happened, tab over to Animation in the toolbar.
You can check track by track what curves were generated, and how the audio was analysed. Once imported into the game, you'll see your line animate.

Q: I want my character to look happy/sad/angry during this line. How do I do that?
Unfortunately, BioWare used a modified version of FaceFX to create their animations. We have the same sets of rules used for the lip-flaps, but we lack RoboBrad, which is an add-on governing emotion sets that only BioWare has access to.
No, the RoboBrad in the Dragon Age: Origins Modding Toolset will not work for this purpose; I tried.
Emotion based animation must still be done by hand. (Fortunately this is many times easier than the lip movements!)

Q: Okay, so what is this thing doing exactly?
These animations aren't really animations. They are sets of instructions for animations in the game's native language, so to speak.
YOU CANNOT USE THIS TO CHANGE HOW A CHARACTER IN-GAME INTERPRETS THESE INSTRUCTIONS.
What I mean is, you can't force Garrus' model to use human facial animations just because you generated curves for it using some wacky method here. It won't work, and you'll feel silly.

Q: I'm animating an asari/a woman/FemShep/EDI. Why is the human one just using Joker's model?
Because, gosh-darn it!
The real answer is because his is the model I work with the most and he uses the HumanMale FaceFX archetype in the game. When I still had hopes I could get the model to animate in the preview window, I set it up to use his to save myself time. It doesn't affect anything and won't affect the curves generated for whoever your character is. All humanoid characters use the same bones, and the HumanMale archetype is close enough to provide good results for all humanoids. Don't worry about it.


SPECIAL THANKS:

To the immense forces of nature that are PhoenixSoul13 & Beccatoria for helping me with the monumentally tedious task of extracting some of these spreadsheets from the binary files and arranging them into a format that was easy for me to transcribe into what FaceFX wants.

The folks over at OC3 Entertainment, who not only did me the astonishing favour of answering my weird e-mail, but were very patient with me and my odd-ball questions about a blummin' ancient version of their software. They gave me a few helpful suggestions and explanations as to why things were not working. I should also mention - the extraction and parsing of these data tables was made possible by LEX's Binary Viewer function and a whole lot of guesstimation and cross-referencing. OC3 Entertainment quite rightly did not assist me in reverse engineering their clients' work. Just wanted to be clear about that!