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Imported FBX animation with lip sync in Unreal not matching 3rd party Playblasts.

Hi Everybody,

I have an issue with animation with lip sync not lining up. Basically I am importing my animation from Maya into Unreal. Then I have tried taking off the compression and rendering it out via Matinee and Sequence. The issue is when viewing the animation in After Effects alongside the original play blast from Maya its not lining up. Its basically fluctuating a few frames ahead and before the original animation from the play blast. Its almost like its struggling on the faster movements.

I have tried exporting the FBX as 2014 & 2016, I have turned off the physics shader. I have exported the animation as 30fps and 25 then matched it with matinee and sequencer.

My animation knowledge is limited and could really do with some help.

Thanks Guys.

Product Version: UE 4.11
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asked Apr 28 '16 at 08:41 AM in Rendering

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IronClad
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avatar image Shaddenfreude STAFF May 05 '16 at 08:42 PM

Heya IronClad,

So some things that pop in my head, without seeing the source files yet, are:

  • Curves being changed on export (Potentially in the FBX Exporter Bake Animation and Resample All are on?)

  • FPS differences between the source file and Unreal causing oddities to occur. Normally we see people animate at 30 or 60 and these translate easily to each other. But at 24/25, it could be an issue where the curve at 30 is in an odd location.

I'm testing a few things and will let you know what I find.

Checked:

  • Curves at 24fps are being shifted poorly when exporting/importing at 30fps? no issue

  • Have you tried re-sampling the source to 30 or 60 then Edit > Keys > Bake Simulation? definitely changes the animation, major beats hit, but movement ends up exaggerated

avatar image Sirkim2 May 08 '16 at 08:27 AM

yes that is most definitely a frame rate issue

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