FaceFx Plugin for SoftImage

Hi,
I am new to FaceFx, So was exploring the tools and plugins that come along before purchasing. I came across the FaceFx plugin for SoftImage.

SoftImage does have an Audio based Face-Lip Sync tools already. So my question is, what different does the FaceFx plugin for SoftImage do? Is there an advantage for the users who already use SoftImage? Can the FaceFx plugin help in exporting the FaceRobot and animations to Unity3D?

Cheerz,
Shilpa

The XSI plugin is used to get FaceFX animation data into XSI. You can use it to drive morphs, bones, or even FaceRobot controllers (which work like bones as far as FaceFX is concerned).

I would say that the FaceFX audio-based toolset is more extensive than what is offered inside of XSI. But FaceFX won't help getting XSI animations into Unity. You might as well go right out to FBX from FaceFX for that.

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Hey There

I just started using FaceFX and I am ready to import my data back into Softimage. I have opened the FaceFX UI, entered the facefx file and clicked 'Open'. The 'Animations' tab shows my animation, I clicked 'Import' and I get all the morph targets animation loaded in but none of my bone poses. I then went to the 'Nodes' tab and tried importing my 'open' node I get messages about bones not being found...

# INFO : FxXSI: Bone not found

but which bones? I would suggest a bit more feedback for the user, something like...

# INFO : FxXSI: Bone "Character.Ctrl_Head" not found

So how do I fix this so the tool can find the bones it needs.

Also, what is the intended pipeline of FaceFX plugin? Is the animation going to go directly onto the 'deformers' or 'joints' that drive the mesh? Or is it supposed to go onto animation clips to be mixed in the animation mixer?

Steven

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Hey Guys

I had some animation clips in my mixer in addition to the shape compound and shape clips. The logic in the code was thinking my animation clips were shape compound clips which had nested tracks. I suggest you check for the compound type. This code actually only handles compound shape clips and shape clips. If the plugin were to ever work with regular animation clips and animation compound clips then the rest of the conditionals should be added.

Starting at line 157 in FaceFX.vbs...

function FaceFX_Helper_ReadClipsFromContainer( in_can, oMorphClips )
for each clp in in_can.Clips
if clp.Type = siClipShapeCompoundType then
for each trk in clp.Tracks
FaceFX_Helper_ReadClipsFromContainer trk, oMorphClips
next
elseif clp.Type = siClipShapeType then
oMorphClips.Add(clp)
end if
next
end function

* sorry, even with code tags it ruins the white space.

Thanks!
Steven

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Thanks for this, we'll get it included in the next release.