FaceFX no key exist on frame

Hi, today i try to set up character for Facefx by using IClone instead of Maya as normally. And i receive this warnning. I have checked so many time, even bring to Maya to check key position, or some missing pose. All seem to be right till i bring the character to Facefx, there are some pose i didnt miss and some pose i missed. Pls help me!

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This is coming from the FBX importer and means that the FBX file you imported does not have keys on those frames. Check the "batch export text file" that you're using during FBX import and compare it to your source content to make sure that what is listed in the file actually exists.

Are you using bones or morph targets? If you still can't figure it out after checking that, please send us your FBX file and your "batch export text file" that you're using for import via email to support at facefx.com

- Jamie

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Thanks for your reply, i've send my character via email info@oc3ent.com already have animation in it.

Generally if you are using an FBX file from a non-Autodesk product, it is a good idea to import/export it in Max or Maya before trying to use it in FaceFX Studio. This will fix many common errors with the FBX file where the 3rd party software did not do something correctly, and it will arrange the data in an Autodesk-friendly way that the FaceFX FBX exporter is tested against.

There are definitely some problems with this iClone FBX file:

- It crashes 3DS Max 2015 when I import it

- After importing it into Maya, the animation settings are set to Film (24FPS), but the name of the file is _60FPS and judging by your bone poses, that's what it should be set to. Setting the FPS to 60 after import fixes this.

- The keys are not set at exact frame times. For example, looking at the timeline, it looks like there is a key at the 20th frame, but it is actually at the 19.98th frame if you look in the graph editor. This is what FaceFX is complaining about, and it is preventing you from exporting your bone poses. When you re-export the FBX file from maya, select the Animation->Bake and Resample All options to fix this. (we may also be less strict in the future and make it a warning rather than an error when there are no keys at the specified frame)

- some morph names get mangled in FaceFX (this one could be a FaceFX problem because Maya sets the names correctly after import, but since an import/export from Maya fixes this issue, we aren't going to look into this further.) Morph targets with names like Brow_Raise_Inner_L$$RL_16$$ should be Brow_Raise_Inner_L__RL_16__

Once you fix these things and bring it into FaceFX, you will see an error "Some poses failed to export, possibly due to naming conflicts. Please check the error log for details." This is because you have a morph target named W, so FaceFX can't create a bone pose named W that will drive the morph targets set at the 20th frame. You will need to rename your W morph target to something like W_shape, or alternatively, change your Batch Export text file (and your mapping) so that it doesn't use the W target.

So to recap, getting a file that works well from iClone will involve:
1) importing the FBX file into Maya
2) Correcting the FPS settings in the Animation preferences
3) renaming the W morph (specific to your content)
4) re-exporting the FBX file with the Bake and "Resample All" options

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Thank you so, so much! Your reply is out of what i expected. It's so clearly and so amazing. It solved not only the problem i've mention above, but also other problem. Once again, thank you!