relative/absolute bone position

hello,

we have the following problem in our project:

we have a character whose facerig as been imported to facefx. The character as loads of text that as already been calculated with facefx.

Now we want to change the mouth bone position in max and have that new bone pose corrected inside facefx but without loosing all the work that has already been done in Facefx.

Whats the best way to achieve it?

Thanks for your help,

David

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Just load the .facefx file up in max, import its bone poses, fix up the pose, re-export the bone poses and save the .facefx file.

The animations are procedural, so you can change the bone poses without affecting the animation curves and vice versa.