FaceFX Studio
FaceFX with Body Gestures
I'm currently working on a project that requires a significant amount of dialog across multiple characters. In order to keep things manageable, I'm trying to integrate some hand/arm gestures in with the lip-sync animations so they will be more dynamic and varied per line of dialog. The results I'm getting are kind of stiff and robotic at the moment and I have not been able to find any good resources or examples on how to really make this work smoothly.
FaceFx acting weird
Hi,
I’m writing on the forum today because I’m struggling with FaceFx. In fact, I’m doing tests to see if FaceFx could be my primary software for automated lip sync but I’m very disappointed.
I have a sentence with two times the word You. So, I’m using the phoneme UW twice but I can’t figure out why I haven't twice the same shape. Why the result is so different ? How can I do a lipsync if I can’t predict what will be on screen ? (Check the attachement to see the difference between the two You in the same sentence)
Unity Editor Scripts for creating animation assets and "reducing" facefx_loop_anim for Evolver characters
I wrote two tiny little editor scripts for Unity that I felt might be useful for other people, too.
Use case:
Using FaceFX with Rocketbox Characters HD?
Has anyone tried using Rocketbox Characters HD with FaceFX? Those seem to be high quality models and they are also available ready for the Unity game engine. The HD characters also have facial animation setup realized with bones ... but I'm just wondering if that facial animation setup will play well with FaceFX.
Looking for SaveActor callback
Hi, we're using FaceFX 2010. To automate generating animations from sound and text files, we would like to keep track of which animations have been freshly generated and which ones have been further modified.
The documentation lists the python callbacks 'postanalysis' (new animation) and 'newanimationdataavailable' (for whenever an animation is modified) that seem like they could be used for this. What's still missing is some kind of callback when the analysis actor is getting saved. Am I missing something obvious, or do I have to modify the C++ source code for this?
Thanks in advance,
Alternative Mapping XML
Hi all,
I found this http://test.facefx.com/documentation/2010/W112 as alternative mapping and it works very well, I'm wondering if there are other available alternative mapping, I found some FaceFX with these entries
odd at hut ought be cheese dee thee hurt fee green he eat knee ping read sea two we yield
and I wanted to give them a shot but I didn't find XML mapping that matches those
Thanks!
Phoneme anaylsis too busy looking
Hi,
We are currently using ver 1.7.3.1 of FaceFX to create a large amount of auto-generated dialog, along with text analysis and text markups for emoting etc. Our face shapes are generated using morph targets, as we only have a couple of faces on screen to deal with at any time.
In regards to the auto-analysis FaceFX does using the phonemes for lipsync - I noticed that for speech which is said quickly, you tend to get tight clusters of phonemes being used which can cause the mouth shapes blur into each other and not be clearly defined.
Editing curves
Hi,
Is there a way to scale the keys of a curve the way you can in the curve editor of maya or 3d max?
Maya has a feature in the graph editor that is especially cool, where it gives you a lattice that you can use to “shape” a the selected keys of a curve.
Also, can you edit the tangents of the curve?
Thanks in advance
FBX Gimble Rotation
Hello,
Like Mr Potts one year ago I got an issue with the rotation value of the bones after an export from FaceFx.
Our pipeline is: 3DS MAX 2010(asset creation/bone posing)> FaceFX 2010 (animation creation/FBX export)> 3DS MAX 2010.
Let's say I just do a back and forth with no animation: Max/FaceFx/Max In MAX my bone has those rotation values: x 180, y 0, z 90 when it comes back from FaceFx those have changed into x 0, y 180,z -90.
Is there any options to set or orientation to ensure before exporting from MAX to be sure not having any trouble?
Or something to do in FaceFx?
New blend shapes on an existing actor
Hello,
I am facing problem in installing new blend shapes from Maya 2011 to my existing actor on FaceFx.
The existing actor already has some blend shapes and I have some animations for that actor. I want to add some more blend shapes on the existing actor in a way such that there is no need to redo the animation.
Can I insert/ add new blend shapes on an existing animation in FaceFx?
