Hey guys,
None in our team is very well-versed with morphs, so accept my "stupid question apology" in advance.
Basically, we're using mostly evolver characters which, as if we understand it, should be possible to manage through the file "Evolver-FaceFX-Sample". The characters have Evolver blendshapes that show up properly in 3ds max.
So the order we've done things (trying the plain Evolver "mascot" character) is:
1. Import the character as FBX into Unity (which indeed shows the morphs in the animset, and as a separate asset). The morphs all play fine in the animset viewer.
2. Make a new FaceFX asset for that character.
3. Import an XML actor with the help of the Evolver-FaceFX-Sample file (which we have previously converted from .facefx to .xml with FaceFX studio free).
4. Make a new animation based on a cue, which does create an animation for the proper duration.
The result of this is that the character puts her hands on her hips, moves her head but doesn't actually move her mouth at all. We've previously gotten things to work with a bone based approach but want to go with morphs for a number of reasons. So the question is, what are we missing that makes the morphs unable to trigger from within FaceFX?
Please note that we have made sure that the names of the morphs in the XML file match the ones that are actually on the character. The character is of medium polygon count and the morphs correctly have an "_m" in the name where appropriate (as per the instructions somewhere else on the site).
Thank you.
Marie.
I'm a bit confused. Are you talking about UDK or Unity? The title of the post suggests UDK as well as some of vocabulary in the post, but you also mention Unity in the post. If you're talking about UDK, we don't support UDK -- that's something you should ask on Epic's forums; but, you need to make sure the PreviewMorphs are filled out on the skeletal mesh correctly (edit the SkeletalMesh properties). This is in the FaceFX documentation on the UDN support site. Make sure when you move a slider hooked to a morph that the morph targets actually work. There's documentation on UDN about how to hook FaceFX to morphs as well.
I'm not familiar with the "_m" naming you're referring to. What site is that on? Where is that? There's no requirement for that in FaceFX nor UDK.
Targets in your mapping need to be hooked up to working nodes in your face graph before the animation will drive the character and the target names are case sensitive. So if your nodes have say "open_m" for names but your mapping has "open" it will not work -- they need to match.