Ogre Pipeline
Problem with Rendering Asset.
Hey Guys ! We recently updated our facial rigs here at BHG nad i am getting a problem when loading the FaceFX actor i get a problem with the rendering asset not loading.
this is the message i get from the console
Ogre failed to find and load either a .scene file or a .mesh file: Cannot derive root bone as this skeleton has no bones!
postloadactor.fxl file executed
exec -f "OnPostLoadActor.py" ;
exec -file "C:\Program Files (x86)\FaceFX\FaceFX 2010\postloadactor.fxl";
loadActor -file "\\fnogueira\RnD\Rigs\FaceRig\Female\FaceFx\Alynshir.facefx";
Getting maya character in FaceFX
I followed the tutorial here http://www.youtube.com/watch?v=WyhIswzDJyw However my FaceFX 2010 doesn't have the "Change Render Assets" button in it. Is there another way to import what I have exported from Maya or am I missing something.
Max morph targets import incorrectly
A problem has been fixed with the Max Ogre exporter that impacts how morph targets are exported. The skin modifier is now turned off prior to morph export which fixes a problem on some content where morph targets were in the wrong position relative to the base mesh.
The evaluation download has been updated with the change. Anyone who wants to use the latest ogre exporter plugin can download the evaluation and install it.
Ogre Max Exporter Crashes
First off, let me say that from what I have seen of FaceFX, it looks incredible. Not to mention your exporter is the only one I could find that is working with the latest version's of Max and I much appreciate it.
For some reason, Max 2010 is crashing out when I go to File->Export and choose .MESH and give it a name. It creates the material/mesh/scene files properly, but it seems to be crashing out when creating the .skeleton file.
The Max.log shows this...
------------ 3ds Max Log File -------------
2010/09/29 10:34:55 DBG: Starting network
Shared Geometry required
Just a heads up that FaceFX Studio 2009 requires the use of "shared geometry". If you are using the Ogre Exporters distributed with FaceFX and simply do a "File->Export All" type of an export, then this option is selected by default.
Currently the only exporter I'm aware of other than OC3's custom Max and Maya Ogre exporters that support shared geometry is the Ogre Maya exporter. We are working on removing this restriction in future versions.
