The model was made by importing the “fbx” file exported from 3ds MAX into FaceFX. But when rotating the model’s head, it occurred to be stretched and separated from its neck.
I was wondering whether this problem was due to the head and the body were not integrated? Could anyone tell me why would this happened and how can it be fixed?
Thanks!!
This is most likely an issue with the "Bind Pose". Try going to Plugins->FBX Importer Options and check "Use FBX bind pose". Then try again and see if it fixes it.
Importing your FBX into 3ds MAX, then exporting it again can sometimes fix the issue as well. (The 3ds Max FBX importer knows how to fix some common issues with the FBX files).
Make sure you have the latest FBX plugin installed as well.
Thank you for the reply.I have tried the previous two ways, but still can’t solve the separation issue.
At last, I imported the model’s head into FACEFX to edit he animation. While the body’s animation was made by 3ds Max. Then I imported the two fbx files into Unity, use two Animation to play. And the result seemed not bad.
Furthermore, there are another two questions. The fbx imported from FACEFX which included speaking animation, the facial expression (mouth and eyes) would seem abnormal without using your plugin to play the animation. So, is it mandatory to use your plugin to play the animation in this case?
Also, is it normal that the animation edited by Seconds and Events functions in FaceFx won’t work in Unity?(Preview Animation)
Thanks!!
I don't understand the issue now. Perhaps you can send us your FBX file to support (at) oc3ent.com and reproduction steps for how to see what you are seeing?
You should be able to use our Unity C# plugin or FBX pipeline. You don't have to use one or the other.
> Also, is it normal that the animation edited by Seconds and Events functions in FaceFx won’t work in Unity?(Preview Animation)
The preview animation in FaceFX Studio will only work if you export a "Full Skeleton" FBX file from FaceFX Studio, which will contain the Preview animation and the facial animation together. Then import that FBX file into Unity.