195 lines
9.4 KiB
HTML
Executable File
195 lines
9.4 KiB
HTML
Executable File
<html>
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<head>
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<title>FaceFX for XSI</title>
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<meta name="GENERATOR" content="Microsoft FrontPage 3.0">
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</head>
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<body>
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<h1>FaceFX for XSI</h1>
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<p>This plugin allows you to import/export data in XSI from OC3 FaceFX .facefx file format
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and its distributed in an XSI Addon called FxXSI.xsiaddon. The addon contains 2
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self-installed plugin FxXSI and FxXSIUI. FxXSI contains the XSI commmands which interacts
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with the FaceFX SDK. FxXSIUI contains the custom menu entries File | Import | FXA... ,File
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| Export | FXA... and the FaceFX cusom property which is used to exposed interaction to
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the XSI user.</p>
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<h3>Dictionary</h3>
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<p> Import: Import in the context of this plugin means bringing content
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from the FaceFX SDK into the scene.<br>
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Export: Export in the context of this plugin means bringing content
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from an XSI scene into the FaceFX SDK. This doesn't automatically persist the content on
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disk, if you want to do that you will need to do a Save in the FXA.<br>
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RefPose: RefPose are the list of bones/nulls that are going to be used
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to import/export data from/to the FaceFX SDK. This is equivalent to XSI
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StaticKinematicState.<br>
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BonePose: A given pose of the bones specified in the RefPose.</p>
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<h2>FxXSIUI</h2>
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<h4>Creating a new .facefx File</h4>
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<p>To create a new .facefx file you can go in File | Import | FXA...<br>
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This will create a custom property called FaceFX under the scene root. You can lock the
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property page of that custom property.<br>
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You can then specify which bones to be used within your FXA file by selecting in the scene
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the bones that you want to use and clicking on the Export button of the Reference Pose
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tab.<br>
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You can then create some poses for those bones by moving them and then clicking the Export
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button of the Bone Poses tab. This will prompt you for the name of the Pose.<br>
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Then if you go to the FXA tab you can specify a path and file name in the File text box. <br>
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Finally pressing Save will persist that FXA file on disk.</p>
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<h4>Importing animation into a scene from an existing .facefx File</h4>
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<p>To load an existing .facefx file you can go in File | Import | FXA...<br>
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This will create a custom property called FaceFX under the scene root. You can lock the
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property page of that custom property.<br>
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You can load an exsisting file by specifying a valid file path or browsing to it using the
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browse button on the FXA tab of the custom property.<br>
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Pressing the Open button will load that file in memory and populate the other tab of the
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custom property.<br>
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If you then go to the Animation tab of the FaceFX custom property you can select the
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animation group from which you want to import an animation. <br>
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This will automatically populate the Animation list.<br>
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Once you've selecte an animation from the animation list you can press the Import button
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which will import the data in the scene.</p>
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<h2>FxXSI</h2>
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<p>This plugin gives you access to the commands which serves as a link between XSI and the
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FaceFX SDK.</p>
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<h3>FXA File </h3>
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<blockquote>
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<font SIZE="2" COLOR="#010001"><h4></font><font color="#010001">FaceFXOpenFXA</font></h4>
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<p><font color="#010001"> </font><font color="#808080">Input Argument:
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FileName (String)</font></p>
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<p><font color="#010001"> Description: Takes the complete file path to a
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.facefx file and load it in the FaceFX SDK for later access by the FxXSI plugin.</font></p>
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<font SIZE="2" COLOR="#010001"><h4></font><font color="#010001">FaceFXNewFXA</font></h4>
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<p><font color="#808080"> Input Argument: ActorName(String)</font></p>
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<p><font color="#010001"> Description: Create a new actor representation
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in the FaceFX sdk using the actor name. Note that this will flush previously loaded actor.</font></p>
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<h4><font color="#010001">FaceFXSaveFXA</font></h4>
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<p><font color="#808080"> Input Argument: FileName (String)</font></p>
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<p><font color="#010001"> Description: Saves the current actor to the
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FXA specified by the filename argument.</font></p>
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</blockquote>
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<font SIZE="2" COLOR="#010001">
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<h3></font>RefPose </h3>
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<blockquote>
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<font SIZE="2" COLOR="#010001"><h4></font><font color="#010001">FaceFXImportRefBonePose
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</font></h4>
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<p><font color="#808080"> Input Argument: Frame (int) </font></p>
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<p><font color="#010001"> Description: Resets the bone pose to their neutral
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pose at the specified frame.</font></p>
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</blockquote>
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<blockquote>
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<font SIZE="2" COLOR="#010001"><h4></font><font color="#010001">FaceFXExportRefBonePose</font></h4>
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<p><font color="#808080"> Input Argument: Frame (int)<br>
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Bones (Collection)</font></p>
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<p><font color="#010001"> Description: Uses the value at the specified frame
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as the reference pose for the bones specified.</font></p>
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</blockquote>
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<font SIZE="2" COLOR="#010001">
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<h4></font><font color="#010001">
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FaceFXListRefBonePoses</font></h4>
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<p><font color="#010001">
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Description: Returns an array with the name of the bones that are in usage by the current
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actor.</font></p>
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<font SIZE="2" COLOR="#010001">
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<h3></font>BonePose</h3>
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<blockquote>
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<font SIZE="2" COLOR="#010001"><h4></font><font color="#010001">FaceFXImportBonePose</font></h4>
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<p><font color="#808080"> Input Argument: PoseName (string) <br>
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Frame (int)</font></p>
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<p><font color="#010001"> Description: Import the given pose by setting the
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local transform for the bones in the RefPose list. If the bones are already animated it
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will overwrite the key for the specified frame.</font></p>
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<h4><font color="#010001">FaceFXExportBonePose</font></h4>
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<p><font color="#808080"> Input Argument: Frame (int)<br>
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PoseName (string)</font></p>
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<p><font color="#010001"> Description: Export the transform at the specified
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frame to the specified pose name</font></p>
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<h4><font color="#010001">FaceFXListBonePoses</font></h4>
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<p><font color="#010001"> Description: Returns an array with the pose name.</font></p>
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<font SIZE="2" COLOR="#010001"><h4></font><font color="#010001">FaceFXBatchImportBonePoses</font></h4>
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<p><font color="#010001"> </font><font color="#808080">Input Argument:
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BatchFileName</font></p>
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<p><font color="#010001"> Description: Given a text file containing pose
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name at frame sequence it will import the appropriate pose in the scene. Please refer to
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the FaceFX help for more details.</font></p>
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<h4><font color="#010001">FaceFXBatchExportBonePoses</font></h4>
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<p><font color="#808080"> Input Argument: BatchFileName</font></p>
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<p><font color="#010001"> Description: Given a text file containing pose
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name at frame sequence it will import the appropriate pose in the scene. Please refer to
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the FaceFX help for more details.</font></p>
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</blockquote>
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<font SIZE="2" COLOR="#010001">
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<h3></font><font color="#010001">Animation</font><font SIZE="2" COLOR="#010001"></h3>
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<blockquote>
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<h4></font><font color="#010001">FaceFXImportAnimation</font></h4>
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<p><font color="#808080"> Input Argument: AnimationGroupName (string)<br>
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AnimationName (string)<br>
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FrameRate (float)</font></p>
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<p><font color="#010001"> Description: Import the given animation animation in
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the scene. It will get rid of existing animation.</font></p>
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<h4><font color="#010001">FaceFXListAnimationGroups</font></h4>
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<p><font color="#010001"> Description: Returns an array containing the names
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of the existing animation groups.</font></p>
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<h4><font color="#010001">FaceFXListAnimationsFromGroup</font></h4>
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<p><font color="#808080"> Input Argument: AnimationGroupName (string)</font></p>
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<p><font color="#010001"> Description: Returns an array containing the
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names of the animation for a given animation group.</font></p>
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<p><font SIZE="2" COLOR="#010001"> </p>
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</blockquote>
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</font>
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<p><font SIZE="2" COLOR="#010001"> </p>
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</font>
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<p><font SIZE="2" COLOR="#010001"> </p>
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<p></font> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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</body>
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</html>
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