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?
Any suggestion is welcome
Thank you for your help
regards
If this is a gimble lock issue, there isn't anything easy I can tell you to try.
But it's possible that it is a coordinate system issue. The FBX files FaceFX exports are Y-up for example, but Max is Z up. We also rotate Ogre content by -90 degrees in the .SCENE file so Max content is upright in FaceFX Studio. If it's a coordinate system issue, then it will most likely be easier to resolve.
I'd need a reproduction case either way to be of any more help.
thank you for the answer,
let's say it is a coordinate system issue,
do you need I send you a sample file to reproduce the problem?
Yeah, send the content to info (at) oc3ent (dot) com, and I'll take a look.