Facial Animation done in Advanced Skeleton is not exporting in fbx format

Facial Animation done in Advanced Skeleton is not exporting in fbx format

operationsR3XGF
Explorer Explorer
1,521 Views
1 Reply
Message 1 of 2

Facial Animation done in Advanced Skeleton is not exporting in fbx format

operationsR3XGF
Explorer
Explorer

Hi, so i tried making a rig that consisted of body and I used Advanced Face to create facial rig system for the same I used joints system with 24n joints, and I wanted to change some of the blendshapes that was provided by the plugin, so I extracted the blendshapes using advanced skeleton only, made my changes and connected them to the rig and deleted those blendshapes, in the end my rig file was working very much fine. with all the blendshapes working. But after animating them I tried to export the skeletal mesh in fbx format, I found that some of the elements like teeth, eyes are not working. When I saw it in maya it seems like the bones have animation but the skin cluster is missing from the head. They only show the head joints influence in them. Thereafter I tried parenting Facejoint from facegroup> face deformation system to the head joint directly I baked the animation again and it is still not coming. I have to import it in Unreal engine. The animations of the body works fine but its the facial only that is creating problems. This is the first time I tried tweaking and implementing blendshapes for my joints. I have a clean bindpose setup too. Pls help if you can. Thanks

0 Likes
1,522 Views
1 Reply
Reply (1)
Message 2 of 2

Mickey-G
Advocate
Advocate

Fbx files for Unreal will only include blendshapes and joint animation so be sure your rig is made for use with games. If it isn't it might have deformers like clusters, lattice, etc that won't be able to be included in your export and game.  When making a rig and creating blendshapes that will be used in engine, be sure your Target Blendshapes are in Object Space. In the shape Editor the target icon should be orange and NOT green(tangent space). Be sure that Animation, deformed models, skins, and blendshapes are checked in the fbx export settings, and if still not working maybe under BlendShapeOptions try with and without Shape Attributes and relative/absolute. 

0 Likes