Woes using 3dsmax plugin, LipSync Import

I´ve followed the 3dsmax facfx plugin tutorial, step by step.

what ive done is, i´ve imported the fbx file into max2011, selected the facial bones, clicked in the tab reference pose on export, selected the facial bones,made the batch export.
just like the video.
now the topic proceeds with the lipsync subjects.
clenead the keys with the clean button, hit on generate, selected the ogd file, imported it.
it imported the file, however there are no anims there.

i cant really see whats going wrong, however there isnt much more info regarding this.

also,

for a custom character, do i need to use the same bone structure/count/naming?

im mainly interested in the lipsync feature.

any help would be appreciated

thanks in advance

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Can you send your Max log file to support (at) oc3ent.com? You can find it in:
My Documents\FaceFX Plugins\FaceFX 2010

If I understand things correctly, you are following along with the video tutorial, but when you generate the animation, no animation is created. As a result, you can't select the animation to import it into the timeline.

A couple things to try:
1) If you are using the evaluation plugins, make sure you are analyzing the phraselocked.oga file. If you try to analyze another file, analysis may fail because the hard-coded evaluation phrase is different from the audio that is spoken in your file.

2) Try manually selecting the 'Default' animation group from the dropdown in the Animation section of the plugin. If it's a refresh issue, perhaps this will cause the animation to show up.

If it's not that, perhaps we can figure something out from the log file.

As far as bone structure/count/naming, there are no restrictions on your character. As you can see from the tutorial, you select the bones you want FaceFX to control, and you create the poses you want to drive.

What is important is that the curves that FaceFX creates during analysis (speech target curves defined in the mapping like "open", "W", "ShCh" in addition to gesture curves defined in the analysis actor like "Blink") match a node in the Face Graph. Names are case-sensitive. So if you want the "open" curve to drive something, you need an "open" Face Graph node. In the most simple case, you can get this by exporting a bone pose node called "open" like we do in the video tutorial.