FaceFx hangs processing many files

We are using FaceFx for one of our games. However we are finding that for processing large numbers of audio files as part of a single group (for example, more than 2000 files), the application often freezes and we end up having to terminate the process, thereby losing the work. We are also finding that this is determined partly by the specification of the PC we are running the process on. Higher spec PC’s tend to be able to process more files.

Is there any way to prevent this from happening? Perhaps by running the tool in a mode where the UI isn’t updating whilst the processing is taking place? We are finding that this happens when creating animation sets, but mainly when publishing them.

We are also finding that when we publish the animation set (to an animset_ingame file) the file isn’t actually generated unless we remount the .animset file onto the actor and republish again.

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FaceFX can be used from the command-line as described here. You will see some performance benefits, but I am not sure if it will resolve your issue.

I am not familiar with any hangs or memory leaks in the application that would cause the behavior you are seeing, but I can try to reproduce them here. Please be aware that publishing an actor is a very processor intensive operation, especially if you are collapsing the face graph.

As far as publishing the animation sets, you are correct that you have to mount them to the actor. There is no way to publish an animset in isolation because the publish process potentially uses data from other animation sets and the actor itself. You should be mounting all animation sets (especially ones that might have their animations referenced as sub events in another animation) to the actor, then publishing as a final step before going out to the game.