I know that the Oblivion Conformulator create these morphs automatically by (apparently) using linear interpolation of an existing head, but I've had no luck finding these morphs in the head nif files.
Is there anyone knowledgeable about this topic who feels like explaining it? It seems as though the morph information isn't stored in the nif files for the heads.
Rather oddly, there is one place where there ARE things that look vaguely like morph targets, and that is the default skeleton (located : Data\meshes\characters\_male\skeleton.nif).
There are a number of objects in the skeleton child of Bip01 Head (the head bone). Their hierarchy is :
'Bip01 Head'
> HeadAnims
> HeadAnims:0
The list 'morphs', if that is what they are, appear as a small triangular mesh in Max, and in the engine they appear as a NiTriShape object with a NiTransformController>NiGeomMorpherController node structure underneith it. The morphs are named as follows :
"Morph: BlinkLeft"
"Morph: BlinkRight"
"Morph: LookDown"
"Morph: LookUp"
"Morph: SquintLeft"
"Morph: SquintRight"
"Morph: Aah"
"Morph: Anger"
"Morph: BigAah"
"Morph: BMP"
"Morph: BrowDownLeft"
"Morph: BrowDownRight"
"Morph: BrowInLeft"
"Morph: BrowInRight"
"Morph: BrowUpLeft"
"Morph: BrowUpRight"
"Morph: Eh"
"Morph: EyeSquintLeft"
"Morph: EyeSquintRight"
"Morph: Fear"
"Morph: FV"
"Morph: LookDown"
"Morph: LookLeft"
"Morph: LookRight"
"Morph: LookUp"
"Morph: Oh"
"Morph: OohQ"
"Morph: Sad"
"Morph: W"
"Morph: Happy"
That seems to be a basic viseme map with some other relatively standard emotional and facial expression morphs (though why this data would be included in the skeleton and -not- in the facial nifs confuses me immensely).
It does not in any way match up with the morphs used to define the face. This leads me to believe that they were used specifically for facial animation, and not as part of the FaceGen system.
Does anyone feel like being kind and pointing me in the direction of more information on this topic? Google has failed me.
I'm interested in anything related to the FaceGen system, and the location of the morph target data in particular.