Facial Animations can be added to a Track View Sequence in multiple ways depending how the facial animations are originally created in your project.
The different ways you setup your character defines the facial animation's format:
If your character is setup with morph targets, please refer to Facial Setup document.
There is more information on Facial Animation.
To setup a character in Facial Editor, please refer to Facial Editor Tutorial.
To play Facial Animation on a Character setup with Morphs in Track View, you need to add a Facial Sequence Track on the Character.
A-level characters use separate .caf files for their facial animations. Usually the naming of facial animation files matches the naming of the character's dialogue lines.
Facial animations have to be placed in a separate Animation track in Track View. The first Animation track of a character should contain the body animations, the second Animation track the facial animations. It is important to keep this order because the animations depend on it.
In most cases the facial animation will be matched to the dialogue line of the same name, so both have to start at the same time.
The first Animation track contains the body animations, the second one the facial animations. The Sound track at the bottom contains the dialogue lines that play together with the facials.
Facial animations are added the same way as other animations:
languages/dialog/[CRYENGINE:LevelName]
folder.
Sound key flags needed for A-level characters. Setting the LipSync flag is not required.
Extra eye movement can be added to a character by using special eye movement animations. These animations should be put in a separate Animation track and should be added after the two tracks used for body and regular facial animations.
Eye flickering and blinking should be used especially when a character's face is shown in a close-up. It doesn't need to be used on characters the player can only see from far away (mind the player's zoom function though).
The eye movement animations are also listed under "facial" in the Animation Browser:
Example of an Animation track used for eye movement.
C-level characters don't use separate .caf files for facial animations. Their face will be animated automatically when playing a line of dialogue. Additionally a fixed facial expression can be played.
The setup is mostly the same as for A-level characters. The differences are:
Sound key flags needed for C-level characters.
The Facial Sequence track allows to set fixed facial expressions on characters.
A Facial Sequence track being used on a C-level character.