I am experiencing trouble exporting my FaceFx animation to 3dsmax 2015. I am using the morph target method for animating my character's facial morphs. After setting up the max file to match the batch-export text file and creating an FBX file from it, it imported just fine into FaceFX.
The audio/text file created a believable lip-sync animation requiring only minor tweaks, and FaceFX is faithfully driving all the morph targets as expected.
Yet, when I export as FBX the resulting animation in max is missing key frames on most of the morph targets. In fact only the last three morphs in the modifier have keys. the FBX only seems to be exporting bones and helpers, no geometry. But most importantly, no keys on the morph targets.
The lack of geometry in the animation FBX file is to be expected. The purpose is to hold animation data, and having lots of copies of the geometry is not ideal in a large pipeline. To combine with your original geometry, load up the same FBX file you created for use in FaceFX, then import the FaceFX-generated FBX file you want.
The morph issue is concerning, and I'm not sure what is going on. My first guess would be that you are trying to import the FBX files onto your original MAX file, not the FBX that FaceFX is using. In some cases, the FBX export process can cause subtle differences, and maybe this is the source of the problem. If that's not it, I may need to take a look at your content so I can reproduce the issue here.
The other thing to make sure is that you only use 2015 FBX files. That's the version of the FBX SDK that FaceFX 2015 has installed. There should be warnings if you try to use a 2016 FBX file that Studio can't understand and everything in Studio is working for you, so I don't think this is the issue, but something to be aware of anyway.
Finally, make sure you are on the latest version of FaceFX Studio, 2015.1.
The only workaround would be to use the Max plugin to import the animation instead of the FBX pipeline.
Thank you for sending the source files. We have reproduced the problem here, and it is a bug in how FaceFX 2015.1 exports the FBX file.
In a an FBX file with multiple meshes that have an identical morph target name (for example a teeth mesh and a face mesh that both have a "jaw_open" morph target), FaceFX 2015.1 will only add curves to one of the targets.
In your case, there was an eyelash mesh that was receiving the bulk of the animation keys.
We have fixed the issue and the fix will be included with FaceFX 2015.2 when it is released. Workarounds would be: 1) to delete the morpher modifiers or unused targets on the morpher modifiers. You probably don't need "jaw_open" targets on an eyelash mesh for example. This workaround won't work on all setups however. Or 2 ) use the Max plugin (plugin installer is available from the store link above) to import the animation instead of using the FBX pipeline.