Hey… We are currently in the process of evaluating FaceFX.
So far, we’ve been making good progress. And I believe that with further testing/troubleshooting and learning …we can achieve the results we want ;o)
I have however come across my first ‘sticky’ point ! And was wondering if you guys have faced similar issues…
On testing our pipeline…I am finding that the exported FBX file (from FaceFX) contains large spikes in the rotational data on certain bones (eyelids and bottom lips in particular) The roll/flip in the bones is quite significant, but only in selected areas. We have faced similar problems when importing skeletal Mocap data …And this can be simply fixed by plotting the animation in MotionBuilder (unroll filter) This, for some reason does not work with the FaceFX files (?)…and would be an issue if we intend on automating the process as much as possible (ie. I don’t want to manually fix every FaceFX file we generate)
Currently, our pipeline is…
3D StudioMax (asset creation/bone posing)> FaceFX (animation creation/FBX export)> MotionBuilder (final scene creation)
So…my initial thoughts are…
-FaceFX is not exporting it’s own bone data correctly.
-I am not exporting data correctly (ie…am I being stupid !! Can you? do you?.. have to ‘bake’ the animation curves somehow in FaceFX before exporting?)
-Is there anything in our base Max asset (eg. when creating bone poses) and creating the FaceFx Actor in Max that may affect the final exported animation ? (eg. Bone values, Max Controllers etc)
I hope I have missed something obvious (I usually do ;o)
Any thoughts welcome !
Cheers.