We have a project which needs a character to have a realistic animated face.
In max the character is skinned to a standard biped which has an extra bone for the jaw. I want this bone so that I can add nice asymmetrical movement.
The bulk of the facial expressions will come from morph targets/blend shapes however.
The problem we are having is that we can’t use Unity’s in-built animation clip function because there’s no way to scrub along with a sound file.
But we can’t do it in max because the morph target animations don’t carry over with the fbx.The morph targets themselves do but not the animation I apply in the timeline.
So in summary - we can either do the jaw bone animation in max but no morphs coming in.
Or I can try to animate the jaw and the morphs in Unity but without a sound file to work from. Which isn’t practical.
How does anyone else do this? Presumably I’m not the only person to have come up against this?