Exporting an FBX file can be done from the File->Export menu or from the fbx command. A single animation is exported into an FBX file that stores morph and bones animation data. This can then be applied to your character in other animation packages using standard FBX plugins*.
FaceFX uses the FBX 2011.2 SDK internally.
*morph restrictions apply. See below for details.
|-f||-file||Yes||The filename of the FBX file to save.|
|-an||-anim||Yes||The animation to export.|
|-gr||-group||Yes||The group of the animation to export.|
|-fm||-format||No||The format index to pass into FBX. The default is the text format (-1). Warning, some values > 0 can cause the FBX SDK to crash. |
|-rk||-reducekeys||Yes||Determines if MotionBuilder's key reduction is used. Set to "true" or "false". |
|-fps||-framerate||Yes||The frame rate to bake the animation out to. Default is 30.|
>>> %fbx -reducekeys "true" -file "C:\myanim.fbx" -group "Default" -anim "myanim" -fps "24"
Exporting Morph CurvesAnimation data for morph target and material parameter nodes is included in the FBX file. When these nodes exist, a separate skeleton with root bone named "_FaceFX_Curve_Data_Container" is created. A child bone for each morph or material parameter node in your gace graph is added to this skeleton in the FBX file. The bones are then animated using the X translation curve according to the morph curves.
While the FBX format does support morph target curves, the implementations in the various Autodesk FBX plugins differ with how this morph data is treated. Also, in order to create an FBX file that will import correctly on a character, FaceFX would need to know each morph target's mesh name and all of the mesh object's parents. This data is not stored in FaceFX and it is therefore diffucult to write morph animation curves that can be imported directly onto your character.
Exporting Bones Animation
Exporting bones animation is easier than exporting morph animation, but still requires that your scene is exactly the same in FaceFX as it is in the animation package. Just export the FBX file from Studio and import it on your character using the Autodesk FBX plugins.
- If you don't get the results you expect, try importing the FBX file into a blank scene. If that animation looks good, then the issue is with content, not the exported FBX file. Some common problems include:
- Attributes being locked
- An IK setup is getting in the way of keying the bones in the scene
- There is new grouping node in the scene that is not in the FaceFX scene or the FBX file.