TRI Files
From GECK
TRI files are a FaceGen file format containing a polygonal model of triangles and an indexed list of vertices used to construct them, as well as morphs (aka shape keys) that modify their position. Combined with EGM files, they are responsible for animating actor faces.
The vanilla head morphs are:
Morph |
---|
Aah |
Anger |
BigAah |
BMP |
BrowDownLeft |
BrowDownRight |
BrowInLeft |
BrowInRight |
BrowUpLeft |
BrowUpRight |
ChJSh |
Disgust |
DST |
Ee |
Eh |
Fear |
FV |
Happy |
I |
K |
N |
Oh |
OohQ |
R |
Sad |
Surprise |
Th |
W |
MoodNeutral |
MoodAnnoyed |
Cocky |
MoodDrugged |
MoodPleasant |
MoodAngry |
MoodSad |
Pained |
CombatAnger |
*BlinkLeft |
*BlinkRight |
*SquintLeft |
*SquintRight |
*LookDown |
*LookLeft |
*LookRight |
*LookUp |
Notes
- In Oblivion, there was a NiTextKeyExtraData function called Enum: Face that allowed you to manipulate individual morphs. That function appears to be missing/nonfunctional since Fallout 3, but there is still a method to manipulate face morphs using NiGeomMorpherControllers and NiFloatInterpolators by targeting the HeadAnims node, unhiding it with a NiVisController, and specifying the morph as an InterpolatorID. Guide here. Alternatively you can script them with ModifyFaceGen, but do note that they are not instantaneous.
See Also
- Blender TRI Tools, tested with Blender 3.6, doesn't seem to support non-head TRIs.
- Blender TRI File Scripts, requires Blender 2.49, supposedly supports importing non-head TRIs like eyes.