Documentation
Readme
View as plain text
-= F A Q =-
Q: Who are you?
A: Online, I go by SpaceD0lphin. I make the Hatboy Project, which is a mod for Mass Effect 3 that introduces Joker as a love interest for Commander Shepard. I do not have any affiliation with Bioware, nor with OC3 Entertainment, who develop FaceFX.
https://hatboyproject.tumblr.com/
A tutorial was made for this:
https://www.youtube.com/watch?v=dZdtlPLH6bY
Q: WHY IS IT JOKER'S MODEL?
A: Because.
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.
Q: WHY IS IT ONLY ME3 TURIAN AND KROGAN? WHAT ABOUT ME2?
A: They are the same between games, don't worry. Lines generated for these races will appear as intended.
Q: I WANT OTHER RACES.
A: I know. If you don't want to wait for me to do it, you need 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 wait for me to do it.
STUFF TO NOTE:
A torrent file is included for an archive ISO containing the UDK 2011 version you will need. It's 12GB so I didn't include it on its own. You probably know how to torrent stuff but if you don't, get Deluge, it's a good free client.
Preview won't work, unfortunately. 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.
This works for Mass Effect 3 / Mass Effect Legendary Edition 3. ME2 version is forthcoming.
This works for all characters with human faces, including asari, EDI, and both sexes of Shepard.
Individual presets for these characters and other races are in progress, however, using HumanMale on any human or asari will still produce good results.
YOU CANNOT USE THIS TO CHANGE HOW A CHARACTER IN-GAME INTERPRETS CURVE INSTRUCTIONS.
What this means is you can't force Garrus' model to use human phoneme track animations just because you generated curves for it using some wacky method here.
These animations only contain instructions for something that the game already understands how to use. It's just a set of instructions in the game's native language, so to speak.