Facial Setup with DOF set to on and pre-rotation

Hi there,

so, I ran into an interesting issue. My facial Rig has pre-rotations. So far so good. Created all poses needed, then baked the animation and exported to fbx. Brought it into FaceFX Studio - added all the stuff I needed ... all good.

Now, interestingly enough, when exporting fullbody all looks fine. I can bring the animation back onto the Rig with Motion Import, but ...

When adding a generic animation track and including all bones from the facial Rig, then adding the facial animation fbx generated by FaceFX ...

... or ...

Loading this anim into our engine ... it will result in the face looking like it got melted as it would seem the DOF is turned off after exporting from FaceFX Studio and the pre-rotation baked into the animation.

Are you aware of this and have possibly a work-around? Unfortunately I can't do anything about the pre-roation on the facial bones as the project is winding down, but I also do not remember reading anything about 'Do not use facial bones with pre-rotation' anywhere in the Documentation.

Unfortunately I can't attach anything for NDA reasons, but if you need to see stuff I can send these files directly to you.

Thank you very much,

jan

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Hi Jan,

You helped us find one but in the FBX pipleline recently, so I'm definitely eager to find out if we can find and fix another one. I'm not entirely sure I understand your case, but I can tell you that I'm not aware of any other issues with FBX export.

Can you elaborate on what you mean by the following and give us files to reproduce what you are seeing to support (at) oc3ent.com:

"When adding a generic animation track and including all bones from the facial Rig, then adding the facial animation fbx generated by FaceFX ..."

Doug