FBX Export



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 from a single FaceFX animation.  This can then be applied to your character in other animation packages using standard FBX plugins.

FaceFX uses the FBX 2013 SDK internally.

Flag Long Flag Arg Description
-if -infile Yes The input FBX filename to use.  This is what the output FBX file will be based on (Required)
-of -outfile Yes The output filename of the FBX file to save. (Required)
-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 most recent binary format (0). Pass (-1) for text format.   Warning, some values > 0 can cause the FBX SDK to crash. 
-kp -keyprecision Yes Sets the key precision to use.  .001 is the default, or whatever the fbx_export_key_precision console variable is set to. Use 0 for no key reduction (beware of large output files). 
-fs -fullskeleton Yes When set to "false" only the rest bones animate in the FBX file and ogre skeletal animations are ignored.  When set to "true", all bones are animated, and ogre skeletal animations are included. 
-fps -framerate Yes

The frame rate to bake the animation out to.  Defaults is to the animation's frame rate.

-st -starttime Yes Sets the starttime of the animation in the FBX file.  Exporting from the GUI uses the start time of the viewable selection.  If not provided when calling the command,  the start time of the FaceFX animation is used.
-et -endtime Yes Sets the endtime of the animation in the FBX file.  Exporting from the GUI uses the end time of the viewable selection. If not provided when calling the command, the end time of the FaceFX animation is used.

 

>>> %fbx -reducekeys "true" -file "C:\myanim.fbx" -group "Default" -anim "myanim"  -fps "24"

Exporting FBX files from the File Menu

  • FBX Animation (FaceFX Bones) - Only the bones in the FaceFX rest pose are exported. The effects of body animations are ignored.
  • FBX Animation (Full Skeleton) - The FaceFX animation is played together with the body animation and exported to the FBX file.  The FBX file should contain exactly what is visible from the FaceFX Preview tab

In both cases, the variables listed above are determined as follows:

  • starttime and endtime - the start and end time of the Timeline widget.
  • framerate - the animation's frame rate.
  • keyprecision - Whatever the fbx_export_key_precision console variable is set to (.001)
  • format - Whatever the fbx_export_format is set to (0).
  • infile - Whatever the fbx_export_input_file console variable is set to.  This is set to the base FBX file in the FBX pipeline.  If the file does not exist, you will be prompted for it.  In general, the input file should be Y-up with Autodesk Media & Entertainment default settings, but if your Ogre .SKELETON is Z-up, you will want a matching Z-up FBX input file. 

3DS Max Coordinate System Issues

Max is Z-up, but most other animation packages and FBX files created by FaceFX Studio are Y-up.  If your Ogre content was created by the Max Ogre Exporter Plugin, Full Skeleton FBX files will be oriented incorrectly unless you specify a Z-up FBX input file. 

Version Number: 
2013