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FaceFXCommands
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > FaceFX Facial Animation > FaceFX Commands
FaceFX Commands
Overview
Analyze
analyze -package "MatineeTest_Resources";That analyzes the first USoundNodeWave object in all USoundCue objects in the MatineeTest_Resources package, creating an animation group called MatineeTest_Resources if it doesn't exist, using the SpokenText in each USoundNodeWave object if it is valid, naming each animation the name of the corresponding USoundNodeWave object, and not overwriting any animations in that group with those names that already exist.
analyze -package "MatineeTest_Resources" -group "Default" -notext -overwrite;Same as above, but puts all animations in the "Default" group, forces the system to NOT use text even if the SpokenText property is valid, and overwriting any animations in the "Default" group that already exist with those names.
analyze -soundcue "MatineeTest_Resources.welcomeCue" -soundnodewave "welcome";Does the same thing as the batch case, but for a single USoundNodeWave object. You can use the same flags as the batch case if you want (though by default here if no -group is specified everything goes in the "Default" group). Also, you can force a particular animation name with the -anim flag, like this (along with an example of some of the other flags):
UE3
ue3 -link -group "Default" -anim "Welcome" -soundcuepath "NewPackage.welcomeCue" -soundnodewavename "welcome";Will link the Welcome animation in the Default group with the welcome soundnodewave object in the NewPackage.welcomeCue soundcue object. You can also 'batch' those:
ue3 -link -group "Default" -package "NewPackage";That will go through all animations in the Default group and simply replace each animation's soundcuepath with "NewPackage.oldCueName". This assumes that the soundCueName and soundNodeWaveName are the same between the old package and the new package (i.e., the only thing that changes is the package it looks for that data in).
ue3 -updatesoundcuesThat will go through all of the facefx anims in the current animset and then find the referenced soundcue. It will then update that soundcue to point back at the facefx anim. If you have multiple anims using the same soundcue (which is not allowed) then the "last updatesoundcue" run will be authoritative. NOTE: All of the UE3 commands are implemented in FxUE3Command.cpp so check that out if you want to see what they actually do.
Executing Commands
- ActorNameofFXA_PreLoad.fxl
- ActorNameofFXA_PostLoad.fxl
- ActorNameofFXA_PreSave.fxl
- ActorNameofFXA_PostSave.fxl