Re-targetting Facial Mocap .FBX in Max

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  06 June 2013
Re-targetting Facial Mocap .FBX in Max

We are generating .FBX's of pretty standard facial mocap. Mouth shapes, eyebrows etc. all linked to a Node with and without head movement/rotation.

Does anyone know of tutorials examples,or workflows on re-targeting the fbx to a bone rig.

So far I've zero'ed out the mocap .fbx points so It's transform data starts at zero - this allows me to transfer the movement onto a control Node for the rig I'm using.
The problem is, to do this I'm creating a point helper and positioning one as a parent over every .fbx point and parenting the .fbx point to helper and zeroing out the fbx node.

This works ok - but what I'd like to do is then just update the .fbx data by importing the animation only into the scene.
This doesn't work as the structure and linking of the .fbx data has changed from what the incoming data is expecting.

What I'd like to know is how to zero out the .fbx data without altering it so that I can consistently update it from other .fbx's - and still take the data from it.
Renderfarm hire available @
  06 June 2013
Maybe if I simplify the question to :
Does anyone have a links or information on how to re-target facial mocap data to a custom rig ?
Renderfarm hire available @
  06 June 2013
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