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juicyj
02-10-2010, 11:44 AM
I've been looking around trying to find a solution on how to use morph targets with FaceFX.

I have a 3DS Max character with the morph targets already completed and I want to use it with FaceFX. Is there any way I can do this? Making a face rig is out of the question, I've never done it before and it would come out terrible.

From what I understand theres morph target support in the maya plugin but not in max. Is it possible to somehow import the max file(with the morphs) into maya then export to FaceFX?

If anyone has any advice on this it would be greatly appreciated.

Denny
02-11-2010, 02:51 AM
If you want to export a morph target to Unreal you only export a modified mesh as .psk, then make a Morph Target Set in the editor and import the mesh there.

I don't know the exact way to do it with FaceFX, but I believe there is a morph target node in the graph setup if you want to control a morph target instead of a bone pose.

There's a node in the animtree to control morph target strength based on a joint rotation value, could be worth looking in to.

Discmage
10-28-2011, 10:14 AM
Thought I'd revive this thread seeing as its got what I'm after in the title...

With the inclusion of the morphnode in FaceFX I was wondering how you use this exactly. The FaceFX plugins that comes WITH FaceFX that has been noted NOT to work with UDK has the export morphnode pulldown, and the latest facefx plugins that come with UDK do not have the morph export pulldown option but it looks like this is the way to use the new nodes found in the FaceFX Asset studio toolset.

Has anyone managed to get anywhere with this particular side of FaceFX?