Biped and Morphs

Hi i have the max plugin and i am trying to use oit on a character that has been rigged with biped and contains several morph targets for mouth shapes. Just wondering how? i have not found any information in help, and the tutorials do not cover how to use morph targets properly. Help.

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forgot to add, using max 2011, win7 64, and the latest FaceFx.

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Are you going to be using just the FaceFX plugins or FaceFX Studio Professional? If using Professional, FaceFX Studio will automatically detect your morph targets and set up nodes in the Face Graph for you when opening your character once you've properly exported the Ogre content. There is a video tutorial for that here: http://facefx.com/content/introduction-ogre-exporter-3ds-max

If you are going to be using only FaceFX plugins, then you will only be able to use FaceFX Free which will not do this automatic morph target importing. In that case you can load up the .facefx file in Studio Free and add morph target nodes to the Face Graph in the Face Graph editor. Make sure the Morph Target Name property of each node you add is set to the names of your morph targets in 3dsmax. Save the .facefx and load it back up in 3dsmax and the plugin should find your morph targets in the 3dsmax scene. More information on node types here: http://facefx.com/documentation/2010/W72

We realize we don't have any tutorials for a workflow that only uses FaceFX Studio Free and the plugins, and that's something we'll be addressing in the future.

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OK, i am just using the FaceFX plugin with FaceFX studio Free. I must be doing someting wrong along the line. I appologise for this noobness.

These are the steps i take.
I have 5 morph targets, FV, open, PBM, ShCh, and W. These are also my FxMorphTargetNode in the nodes dropdown.
I have nothing in my referenc bones as i am using biped. I save this out of max as my Actor.
I then open the actor file in FaceFX studio free and i have my 5 nodes in the Face Graph with the same names as the morph targets in max. I select a node eg. open and it has the following. node name: open, min value: 0, max value: 1, input operation: sum inputs, morph target: open. I then save this actor in FacFXstudio free.
I then open said actor in max under "load actor" i make sure nodes are set to FXmorphtargetnode, generate (from audio), import (from text) and i get nothing.

Obviously i am missing something in the process but i cant work out what.
Help.

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Spudd,

With those targets, you don't need to use FaceFX Studio Free at all. You can do everything you need right from the plugin. Try these steps, and let me know if you run into any problems:

1) Create a new actor from the Max plugin ("Create Actor")
2) From the Nodes panel of the plugin, select FxMorphTargetNodes.
3) Click on the "Batch Export" button. Your morphs should show up.
4) Use the "Generate Animation" button to analyze the phrase-locked file that ships with the plugin.
5) Import the animation. You should see your character talk.
You don't export a reference pose because you are using Biped. FaceFX can export poses fine with biped bones, but it can't import keys onto biped bones, so there would be no way to drive head animations in Max. You would need to create another head bone that is a child of the Biped head bone and weight the face mesh to that if you want to create bone poses to move the head.

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i followed all your steps. the last step doesnt generate any animation

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Can you run through those steps and send your log file to support (at) oc3ent.com? It will be in a location like:

C:\Users\spudd\Documents\FaceFX Plugins\FaceFX 2010

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The issue here was that some of the morph targets did not have a valid key controller for FaceFX to insert keys into. Right clicking the targets from the "Curve Editor", and selecting the "Bezier Float" controller from the "Assign Controller" option fixed the issue.